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Healthy eating

Gamification Approach towards Global Obesity

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Gamification Approach towards Global Obesity

 

Introduction (Project Aim)

Obesity is a chronic disease or a health condition that occurs has excessive body fat or a lot of weight. It has increased in children and if not prevented it can lead to diabetes, chronic kidney, heart failure and blood pressure. Some of the causes are: leading a sedentary life, consuming too many calories and avoiding physical activities. According to Hall and Marston
(2014) gamification (game-based approach) is the use of well designed programs in non game activities which aids in increasing awareness and how to reduce obesity. It can also be used in preventing, promoting and managing this kind of chronic disease by programming health game for messages and educating users on eating habits as food and beverages are key contributor to childhood obesity (Powell et al, 2013).

The research of this paper aims at developing gamification techniques to inspire users to apply healthy eating habits as well as to continue being physically fit. Some techniques like eating competition can inspire people especially children even more if there is a prize for the winner and education after since obesity in childhood is due to inadequate knowledge.

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Methodology

Since this is a research paper, the first step of methodology to be used is development of a research question planning, collecting appropriate data, analyzing them, reporting and taking actions respectively. Research planning will be comprised of the geographical area of interest and age groups. Data collected will be both primary and secondary and will be collected through recording, filling in questionnaire about eating behavior and nutrition, interviewing individuals and groups and observation. Data will then be analyzed using percentage and mean then represented under a graph or a framework.

Required Knowledge/Skills/Tools/Resources

Every research requires skilled and non-skills personnel, tools and resources and this being a research technique it requires them. Knowledge is required in recording, filling in questionnaire and also in deciding the resources and tools to use plus management of money since money is a stimulator for a well researched huge data. Both trained and untrained skills will be required while handling tools for carrying out the given task. The collected statistical data is to be analyzed either manually or electronically or both then stored in non volatile electronic devices such as hard disks or manually in a file. The required, effective and timelessness software are: SPSS for analyzing data, Html for displaying and JS and CSS for coding in data. Resources required are laptop/computer, pens, books, camera/tape, and Braille and sign interpreter.

Time-plan

I would plan my time for conducting this research as illustrated in the following time framework table.

IDTaskTime in days
   1.Planning4
   2.Data collection9
   3.Analysis of Data2
   4.Taking Action/Writing report3

 

 

 

 

 

References

Marston, H. & Hall, A. (2014). Gamification: Application for health promotion and health information technology engagement.

Powell, L.M., Harris, J.L. and Fox, T., 2013. Food marketing expenditures aimed at youth: putting the numbers in context. American Journal of Preventive Medicine, 45(4), pp.453-461.

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