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A Gamification and Biofeedback-based Serious Game for Adherence to Physical Activity

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Autor(es):
Bastos, L. ; Santos, C. ; Medeiros, I. ; Freitas, I. ; Rosario, D. ; Seruffo, M. ; Cerqueira, E. ; IEEE
Número total de Autores: 8
Tipo de documento: Artigo Científico
Fonte: 2023 INTERNATIONAL WIRELESS COMMUNICATIONS AND MOBILE COMPUTING, IWCMC; v. N/A, p. 6-pg., 2023-01-01.
Resumo

The effective use of exercise prescriptions for the rehabilitation of patients with cardiovascular diseases significantly improves the quality of life and reduces mortality rates. In this sense, the development of strategies to increase adherence and consequently, the time of physical activity of the population as a whole. Several recent technological advances, such as Internet of Things and sensors, represent an improvement in the monitoring and prescription of physical activity. Such technologies can be integrated to provide biofeedback on the prescribed physical activities, which can be accessed by smartphones. In this paper, we introduce a serious game that integrates Gamification and biofeedback techniques to be used by patients with Physical activities prescription to prevent and rehabilitate cardiovascular diseases. Specifically, the game has differentiated and integrated approaches through (i) the use of applications with a Gamification system to increase user adherence; (ii) the use of biofeedback to monitor prescribed physical activities. The game has a carefully crafted visual identity, icons, and avatars, considering a system of colors, typography, shapes, sounds, and images that seek to frame the general public. (AU)

Processo FAPESP: 20/05155-6 - Projeto Maya: tecnologias inovadoras e disruptivas para prescrever, incentivar e avaliar a prática de atividade física
Beneficiário:Pedro Dal Lago
Modalidade de apoio: Auxílio à Pesquisa - Regular