Галерея 2837126

Галерея 2837126




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Галерея 2837126




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mHealth Stakeholder Integration: A gamification-based Framework-approach towards behavioural change
Published: 11 December 2015 Publication History
MoMM 2015: Proceedings of the 13th International Conference on Advances in Mobile Computing and Multimedia
In-Cooperation Johannes Kepler University, Linz, Austria @WAS: International Organization of Information Integration and Web-based Applications and Services
Qualifiers research-article Research Refereed limited
Funding Sources Seventh Framework Programme
Azar, K.M., Lesser, L.I., Laing, B.Y., Stephens, J., Aurora, M.S., Burke, L.E., Palaniappan, L.P.: Mobile applications for weight management: theory-based content analysis. American journal of preventive medicine 45(5), 583--589 (2013) Google Scholar Bartholomew, L.K., Parcel, G.S., Kok, G., Gottlieb, N.H., Fernandez, M.E.: Planning health promotion programs: an intervention mapping approach. John Wiley & Sons (2011) Google Scholar Boulos, M.N.K., Brewer, A.C., Karimkhani, C., Buller, D.B., Dellavalle, R.P.: Mobile medical and health apps: state of the art, concerns, regulatory control and certification. Online journal of public health informatics 5(3), 229 (2014) Google Scholar Buijink, A.W.G., Visser, B.J., Marshall, L.: Medical apps for smartphones: lack of evidence undermines quality and safety. Evidence Based Medicine pp. ebmed--2012 (2012) Google Scholar Charland, A., Leroux, B.: Mobile application development: web vs. native. Communications of the ACM 54(5), 49--53 (2011) Google Scholar Digital Library Conroy, D.E., Yang, C.H., Maher, J.P.: Behavior change techniques in top-ranked mobile apps for physical activity. American journal of preventive medicine 46(6), 649--652 (2014) Google Scholar Craven, M.P., Lang, A.R., Martin, J.L.: Developing mhealth apps with researchers: multi-stakeholder design considerations. In: Design, User Experience, and Usability. User Experience Design for Everyday Life Applications and Services, pp. 15--24. Springer (2014) Google Scholar Crutzen, R.: From ehealth technologies to interventions. Journal of medical Internet research 14(3) (2012) Google Scholar Crutzen, R.: The behavioral intervention technology model and intervention mapping: The best of both worlds. Journal of medical Internet research 16(8) (2014) Google Scholar Deterding, S.: Skill atoms as design lenses for user-centered gameful design (2013) Google Scholar Garrie, R.L., Paustian, P.E.: mhealth regulation, legislation, and cybersecurity. In: mHealth, pp. 45--63. Springer (2014) Google Scholar Green, C.S., Bavelier, D.: Action video game modifies visual selective attention. Nature 423(6939), 534--537 (2003) Google Scholar Cross Ref Hardman, A.E., Stensel, D.J.: Physical activity and health: the evidence explained. Routledge (2009) Google Scholar Haslam, D., Sattar, N., Lean, M.: ObesityâÀŤtime to wake up. Bmj 333(7569), 640--642 (2006) Google Scholar Cross Ref Heron, K.E., Smyth, J.M.: Ecological momentary interventions: incorporating mobile technology into psychosocial and health behaviour treatments. British journal of health psychology 15(1), 1--39 (2010) Google Scholar Hwa Hsu, S., Lee, F.L., Wu, M.C.: Designing action games for appealing to buyers. CyberPsychology & Behavior 8(6), 585--591 (2005) Google Scholar Cross Ref Jin, X., Hu, X., Ying, K., Du, W., Yin, H., Peri, G.N.: Code injection attacks on html5-based mobile apps: Characterization, detection and mitigation. In: Proceedings of the 2014 ACM SIGSAC Conference on Computer and Communications Security. pp. 66--77. ACM (2014) Google Scholar Digital Library Kelly, T., Yang, W., Chen, C., Reynolds, K., He, J.: Global burden of obesity in 2005 and projections to 2030. International journal of obesity 32(9), 1431--1437 (2008) Google Scholar Kumar, S., Nilsen, W.J., Abernethy, A., Atienza, A., Patrick, K., Pavel, M., Riley, W.T., Shar, A., Spring, B., Spruijt-Metz, D., et al.: Mobile health technology evaluation: the mhealth evidence workshop. American journal of preventive medicine 45(2), 228--236 (2013) Google Scholar Michie, S., Richardson, M., Johnston, M., Abraham, C., Francis, J., Hardeman, W., Eccles, M.P., Cane, J., Wood, C.E.: The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an international consensus for the reporting of behavior change interventions. Annals of behavioral medicine 46(1), 81--95 (2013) Google Scholar Mohr, D.C., Schueller, S.M., Montague, E., Burns, M.N., Rashidi, P.: The behavioral intervention technology model: An integrated conceptual and technological framework for ehealth and mhealth interventions. Journal of Medical Internet Research 16(6), e146 (2014) Google Scholar Cross Ref Nacke, L.E., Bateman, C., Mandryk, R.L.: Brainhex: preliminary results from a neurobiological gamer typology survey. In: Entertainment Computing--ICEC 2011, pp. 288--293. Springer (2011) Google Scholar Digital Library Navarro-Barrientos, J.E., Rivera, D.E., Collins, L.M.: A dynamical model for describing behavioural interventions for weight loss and body composition change. Mathematical and computer modelling of dynamical systems 17(2), 183--203 (2011) Google Scholar Oduor, M., Alahäivälä, T., Oinas-Kukkonen, H.: Persuasive software design patterns for social influence. Personal and Ubiquitous Computing 18(7), 1689--1704 (2014) Google Scholar Digital Library O'Neill, S., Brady, R.: Clinical involvement and transparency in medical apps; not all apps are equal. Colorectal Disease 15(1), 122--122 (2013) Google Scholar Cross Ref Orji, R., Mandryk, R.L., Vassileva, J., Gerling, K.M.: Tailoring persuasive health games to gamer type. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp. 2467--2476. ACM (2013) Google Scholar Digital Library Paredes, P.: Design principles for the conceptualization of games for health behaviour change. CHI 2013 (2013) Google Scholar Pereira, P., Duarte, E., Rebelo, F., Noriega, P.: A review of gamification for health-related contexts. In: Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, pp. 742--753. Springer (2014) Google Scholar Digital Library Riley, W.T., Rivera, D.E., Atienza, A.A., Nilsen, W., Allison, S.M., Mermelstein, R.: Health behavior models in the age of mobile interventions: are our theories up to the task? Translational behavioral medicine 1(1), 53--71 (2011) Google Scholar Scanlon, M., Drescher, D., Sarkar, K.: Improvement of visual attention and working memory trough a web-based cognitive training program. A Lumos Labs White Paper (2007) Google Scholar Seligman, M.E., Csikszentmihalyi, M.: Positive psychology: An introduction., vol. 55. American Psychological Association (2000) Google Scholar Sunyaev, A., Dehling, T., Taylor, P.L., Mandl, K.D.: Availability and quality of mobile health app privacy policies. Journal of the American Medical Informatics Association pp. amiajnl--2013 (2014) Google Scholar Yamakami, T.: Gamification literacy: Emerging needs for identifying bad gamification. In: Multimedia and Ubiquitous Engineering, pp. 395--403. Springer (2013) Google Scholar Cross Ref Yang, C.H., Maher, J.P., Conroy, D.E.: Implementation of behavior change techniques in mobile applications for physical activity. American Journal of Preventive Medicine (2015) Google Scholar
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Smartphone-based applications are increasingly being used to combat unhealthy habits resulting in obesity or reduced physical mobility. In turn, gamification has been identified as a useful tool to motivate individuals towards behavioural change. However, both health professionals and game developers are currently working on island solutions addressing individual problems due to the lack of efficient frameworks enabling cooperation in this domain. This has resulted in a large number of mHealth apps, each using different motivational techniques, metrics and health data. In this paper we propose a unified user-centred framework which is capable of running third-party developer's apps within a sandbox. Using this approach, we can mitigate often voiced privacy and safety concerns and simultaneously tailor health-interventions using content from developers as well as user preferences and environment in order to facilitate internalisation of healthy lifestyles. Apart from this, we provide indications for operationalizing our conceptual framework in future work.
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mHealth Stakeholder Integration: A gamification-based Framework-approach towards behavioural change
Published: 11 December 2015 Publication History
MoMM 2015: Proceedings of the 13th International Conference on Advances in Mobile Computing and Multimedia
In-Cooperation Johannes Kepler University, Linz, Austria @WAS: International Organization of Information Integration and Web-based Applications and Services
Qualifiers research-article Research Refereed limited
Funding Sources Seventh Framework Programme
Azar, K.M., Lesser, L.I., Laing, B.Y., Stephens, J., Aurora, M.S., Burke, L.E., Palaniappan, L.P.: Mobile applications for weight management: theory-based content analysis. American journal of preventive medicine 45(5), 583--589 (2013) Google Scholar Bartholomew, L.K., Parcel, G.S., Kok, G., Gottlieb, N.H., Fernandez, M.E.: Planning health promotion programs: an intervention mapping approach. John Wiley & Sons (2011) Google Scholar Boulos, M.N.K., Brewer, A.C., Karimkhani, C., Buller, D.B., Dellavalle, R.P.: Mobile medical and health apps: state of the art, concerns, regulatory control and certification. Online journal of public health informatics 5(3), 229 (2014) Google Scholar Buijink, A.W.G., Visser, B.J., Marshall, L.: Medical apps for smartphones: lack of evidence undermines quality and safety. Evidence Based Medicine pp. ebmed--2012 (2012) Google Scholar Charland, A., Leroux, B.: Mobile application development: web vs. native. Communications of the ACM 54(5), 49--53 (2011) Google Scholar Digital Library Conroy, D.E., Yang, C.H., Maher, J.P.: Behavior change techniques in top-ranked mobile apps for physical activity. American journal of preventive medicine 46(6), 649--652 (2014) Google Scholar Craven, M.P., Lang, A.R., Martin, J.L.: Developing mhealth apps with researchers: multi-stakeholder design considerations. In: Design, User Experience, and Usability. User Experience Design for Everyday Life Applications and Services, pp. 15--24. Springer (2014) Google Scholar Crutzen, R.: From ehealth technologies to interventions. Journal of medical Internet research 14(3) (2012) Google Scholar Crutzen, R.: The behavioral intervention technology model and intervention mapping: The best of both worlds. Journal of medical Internet research 16(8) (2014) Google Scholar Deterding, S.: Skill atoms as design lenses for user-centered gameful design (2013) Google Scholar Garrie, R.L., Paustian, P.E.: mhealth regulation, legislation, and cybersecurity. In: mHealth, pp. 45--63. Springer (2014) Google Scholar Green, C.S., Bavelier, D.: Action video game modifies visual selective attention. Nature 423(6939), 534--537 (2003) Google Scholar Cross Ref Hardman, A.E., Stensel, D.J.: Physical activity and health: the evidence explained. Routledge (2009) Google Scholar Haslam, D., Sattar, N., Lean, M.: ObesityâÀŤtime to wake up. Bmj 333(7569), 640--642 (2006) Google Scholar Cross Ref Heron, K.E., Smyth, J.M.: Ecological momentary interventions: incorporating mobile technology into psychosocial and health behaviour treatments. British journal of health psychology 15(1), 1--39 (2010) Google Scholar Hwa Hsu, S., Lee, F.L., Wu, M.C.: Designing action games for appealing to buyers. CyberPsychology & Behavior 8(6), 585--591 (2005) Google Scholar Cross Ref Jin, X., Hu, X., Ying, K., Du, W., Yin, H., Peri, G.N.: Code injection attacks on html5-based mobile apps: Characterization, detection and mitigation. In: Proceedings of the 2014 ACM SIGSAC Conference on Computer and Communications Security. pp. 66--77. ACM (2014) Google Scholar Digital Library Kelly, T., Yang, W., Chen, C., Reynolds, K., He, J.: Global burden of obesity in 2005 and projections to 2030. International journal of obesity 32(9), 1431--1437 (2008) Google Scholar Kumar, S., Nilsen, W.J., Abernethy, A., Atienza, A., Patrick, K., Pavel, M., Riley, W.T., Shar, A., Spring, B., Spruijt-Metz, D., et al.: Mobile health technology evaluation: the mhealth evidence workshop. American journal of preventive medicine 45(2), 228--236 (2013) Google Scholar Michie, S., Richardson, M., Johnston, M., Abraham, C., Francis, J., Hardeman, W., Eccles, M.P., Cane, J., Wood, C.E.: The behavior change technique taxonomy (v1) of 93 hierarchically clustered techniques: building an international consensus for the reporting of behavior change interventions. Annals of behavioral medicine 46(1), 81--95 (2013) Google Scholar Mohr, D.C., Schueller, S.M., Montague, E., Burns, M.N., Rashidi, P.: The behavioral intervention technology model: An integrated conceptual and technological framework for ehealth and mhealth interventions. Journal of Medical Internet Research 16(6), e146 (2014) Google Scholar Cross Ref Nacke, L.E., Bateman, C., Mandryk, R.L.: Brainhex: preliminary results from a neurobiological gamer typology survey. In: Entertainment Computing--ICEC 2011, pp. 288--293. Springer (2011) Google Scholar Digital Library Navarro-Barrientos, J.E., Rivera, D.E., Collins, L.M.: A dynamical model for describing behavioural interventions for weight loss and body composition change. Mathematical and computer modelling of dynamical systems 17(2), 183--203 (2011) Google Scholar Oduor, M., Alahäivälä, T., Oinas-Kukkonen, H.: Persuasive software design patterns for social influence. Personal and Ubiquitous Computing 18(7), 1689--1704 (2014) Google Scholar Digital Library O'Neill, S., Brady, R.: Clinical involvement and transparency in medical apps; not all apps are equal. Colorectal Disease 15(1), 122--122 (2013) Google Scholar Cross Ref Orji, R., Mandryk, R.L., Vassileva, J., Gerling, K.M.: Tailoring persuasive health games to gamer type. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. pp. 2467--2476. ACM (2013) Google Scholar Digital Library Paredes, P.: Design principles for the conceptualization of games for health behaviour change. CHI 2013 (2013) Google Scholar Pereira, P., Duarte, E., Rebelo, F., Noriega, P.: A review of gamification for health-related contexts. In: Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, pp. 742--753. Springer (2014) Google Scholar Digital Library Riley, W.T., Rivera, D.E., Atienza, A.A., Nilsen, W., Allison, S.M., Mermelstein, R.: Health behavior models in the age of mobile interventions: are our theories up to the task? Translational behavioral medicine 1(1), 53--71 (2011) Google Scholar Scanlon, M., Drescher, D., Sarkar, K.: Improvement of visual attention and working memory trough a web-based cognitive training program. A Lumos Labs White Paper (2007) Google Scholar Seligman, M.E., Csikszentmihalyi, M.: Positive psychology: An introduction., vol. 55. American Psychological Association (2000) Google Scholar Sunyaev, A., Dehling, T., Taylor, P.L., Mandl, K.D.: Availability and quality of mobile health app privacy policies. Journal of the American Medical Informatics Association pp. amiajnl--2013 (2014) Google Scholar Yamakami, T.: Gamification literacy: Emerging needs for identifying bad gamification. In: Multimedia and Ubiquitous Engineering, pp. 395--403. Springer (2013) Google Scholar Cross Ref Yang, C.H., Maher, J.P., Conroy, D.E.: Implementation of behavior change techniques in mobile applications for physical activity. American Journal of Preventive Medicine (2015) Google Scholar
Browse All Return Change zoom level
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The ACM Digital Library is published by the Association for Computing Machinery. Copyright © 2023 ACM, Inc.
If you 'd like us to contact you regarding your feedback, please provide your contact details here.
Smartphone-based applications are increasingly being used to combat unhealthy habits resulting in obesity or reduced physical mobility. In turn, gamification has been identified as a useful tool to motivate individuals towards behavioural change. However, both health professionals and game developers are currently working on island solutions addressing individual problems due to the lack of efficient frameworks enabling cooperation in this domain. This has resulted in a large number of mHealth apps, each using different motivational techniques, metrics and health data. In this paper we propose a unified user-centred framework which is capable of running third-party developer's apps within a sandbox. Using this approach, we can mitigate often voiced privacy and safety concerns and simultaneously tailor health-interventions using content from developers as well as user preferences and environment in order to facilitate internalisation of healthy lifestyles. Apart from this, we provide indications for operationalizing our conceptual framework in future work.
Check if you have access through your login credentials or your institution to get full access on this article.
Association for Computing Machinery
Request permissions about this article.
View this article in digital edition.
https://dl.acm.org/doi/10.1145/2837126.2837153
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Анальный секс со зрелыми женщинами
Зрелая девушка хочет выполнять чужие указания как бы неприличны они ни были это приносит ей радость
Дани Даниэлс пихает всякую всячину в свою чисто выбритую пизду

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