2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games) 2018
DOI: 10.1109/vs-games.2018.8493439
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Puzzle Walk: A Gamified Mobile App to Increase Physical Activity in Adults with Autism Spectrum Disorder

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Cited by 27 publications
(16 citation statements)
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“…Based on the findings from Phase 1, we derived more concrete user scenarios, and designed the major interaction flow for the high-fidelity prototype (Fig 3). To develop the initial prototype of a mobile app, PuzzleWalk, we incorporated the modified version of Integrate, Design, Assess, and Share (IDEAS) framework [85][86][87]. This framework was devised for developing digital interventions to effectively improve health behaviors.…”
Section: High-fidelity Prototype Of Puzzlewalkmentioning
confidence: 99%
“…Based on the findings from Phase 1, we derived more concrete user scenarios, and designed the major interaction flow for the high-fidelity prototype (Fig 3). To develop the initial prototype of a mobile app, PuzzleWalk, we incorporated the modified version of Integrate, Design, Assess, and Share (IDEAS) framework [85][86][87]. This framework was devised for developing digital interventions to effectively improve health behaviors.…”
Section: High-fidelity Prototype Of Puzzlewalkmentioning
confidence: 99%
“…Although the evidence supporting their long-term effectiveness on health behavior change is unclear, mobile health applications can have small to moderate effects in the short term (e.g., up to 3 months) on self-monitoring or changing PA and sedentary behavior in overweight and sedentary neurotypical adults ( Turner-McGrievy et al, 2013 ; Romeo et al, 2019 ). PA in adults with ASD may be best stimulated by using gamified mobile applications, particularly considering reports that adults with ASD use technology devices over 4 h/day, primarily playing games ( Lee et al, 2018 ). Gamified behavioral interventions have rapidly expanded the technological potential to monitor and improve PA participation in a playful way ( Zuckerman and Gal-Oz, 2014 ; Alahäivälä and Oinas-Kukkonen, 2016 ), which leverages the merits of a heightened sense of autonomy, as well as feelings of fun and continuation desire ( Deterding et al, 2011 ; King et al, 2013 ).…”
Section: Mobile Health Applications For People With Asdmentioning
confidence: 99%
“…Es necesario destacar que, además, el grupo que participó en la propuesta de "gamificción" mejoró de manera muy significativa su fitness cardiorrespiratorio, parámetro de gran relevancia en la salud del alumnado, en comparación con el grupo que siguió una metodología de aprendizaje tradicional (Mora-González et al, 2020). En relación con ello, cada vez se encuentran más intervenciones en la literatura científica que aprovechan los dispositivos móviles y el uso de elementos de los juegos para aumentar los niveles de actividad física (Cotton & Pattel, 2019) y la salud y calidad de vida de diferentes poblaciones, como pacientes de avanzada edad o con patologías como la hipertensión, la obesidad o el autismo (Cechetti et al, 2019;Kappen et al, 2016;Lee et al, 2018;Mâsse et al, 2020;Ryan et al, 2017).…”
Section: Análisis E Interpretación De Las Percepciones Del Alumnadounclassified