Abstract

Serious games are video games that are intended to support learning while entertaining. They are considered valuable tools to improve user-specific skills or facilitate educational or therapeutic processes, especially in children. One of the disadvantages of computer games, in general, is their promotion of sedentary habits, considered as a significant risk factor for developing diseases such as obesity and hypertension. Exergames are serious games created to overcome the disadvantages of traditional computer games by promoting physical activity while playing. This study describes the development and evaluation of an adaptive component to monitor physical activity in children while using an exergame. The system is based on wearable technology to measure heart rate and perform real-time customizations in the exergame. To evaluate the adaptive component, an experiment was conducted with 30 children between 5 and 7 years of age, where the adaptive system was contrasted with a conventional interactive system (an exergame without adaptive component). It was demonstrated that the computer game, using the adaptive component, was able to change in real-time some of its functionalities based on the user characteristics. Increased levels of heart rate and caloric expenditure were significant in some of the game scenarios using the adaptive component. Although a formal user experience evaluation was not performed, excellent game playability and adherence by users were observed.

Highlights

  • Childhood obesity is one of the most severe public health issues in the 21st century

  • The results found for the standard deviation show that most of the variables are closely distributed around the mean, possibly because of the larger variations in response to the required exercise intensity

  • All the variables corresponding to the user adaptive system (UAS) exhibit larger values in relation to those of the conventional interactive system (CIS), allegedly because of the higher variations as a consequence of the changing physical effort required during game play

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Summary

Introduction

Childhood obesity is one of the most severe public health issues in the 21st century. In 2016, 41 million children aged five or below were overweight, and emergent economies counted more than. 30% of the affected population [1]. The World Health Organization (WHO) recommends a minimum of 60 min of moderate physical activity (PA) each day for children and adolescents. Moderate PA means performing activities that accelerate heart rate significantly, for example: walking at a fast pace, dancing, practicing sports, among others. PA is defined as any corporeal movement enabled by the musculoskeletal system involving energy expenditure. The creation of new strategies is essential in order to decrease overweight disorders during the life cycle’s early years

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