Gamified Educational Programme For Childhood Obesity: April 2018

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Gamified educational programme for childhood obesity

Conference Paper · April 2018


DOI: 10.1109/EDUCON.2018.8363476

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Gamified educational programme for childhood
obesity

Nazaret Gómez del Río Carina Soledad González González


Department of Computer Engineering and Systems Department of Computer Engineering and Systems
University of La Laguna, España University of La Laguna, España
Email: ngomezde@ull.edu.es Email: cjgonza@ull.edu.es

Raquel Martín González Vicente Navarro Adelantado


Department of Psychology Department of Specific Didactics
University of La Laguna University of La Laguna
Email: rmarting@ull.edu.es Email: vnavarro@ull.edu.es

Pedro Toledo Delgado Yeray Barrios Fleitas


Department of Computer Engineering and Systems Department of Computer Engineering and Systems
University of La Laguna, España University of La Laguna, España
Email: petode@ull.edu.es Email: ybarrios@ull.edu.es

Abstract— Physical and active games can attract young young people to have a regular PE and in this way, to promote
people and children to have regular physical exercise and to healthy habits and wellbeing.
promote healthy habits. The PROVITAO project has developed a
gamified educational program for healthy habits, based on video According to Cook (2013) [2], any process which satisfies
games assets and motor games. The developed program consists the following assumptions can be transformed into a game or
of a plan of activities specifically designed on healthy habits with be gamified: a) an activity can be learned; b) user actions can
motor games, commercial video games (WII fit plus and apps) be measured, c) feedbacks are timely delivered to the user. So,
and own such as TANGO:H, that they can be developed at home PE can be gamified or transformed into an active game.
and in group face-to-face sessions. PROVITAO was applied to a
total of 45 children and girls with childhood obesity and their In creation of active games, as in other types of games,
caregivers during the school year, in two phases. The design of game designers consider important to define elements called
the research used It was a mixed type with two control groups “game elements”, which make any scenario a playable
(GC) and two experimental groups (GE). The project has created environment. There are many ways to classify the elements that
and validated a frame of reference for emotional intervention, form a game or a gamified activity. Thus, Jesse Schell (2008)
monitoring and evaluation, biomedical, interactive, social, [3] classifies game elements in four categories (mechanic,
psychological and educational, based on games, applied to the story, aesthetics, and technology), Zagal et al. (2005) [4]
treatment of childhood obesity and prevention of complications classifies these elements in four categories (interfaces, rules,
associated, in addition, with different technological products entity manipulations and goals), Gabe Zichermann and
(exergames, serious games, webapps, sensory libraries, wareable Christopher Cunningham (2011) [5] classify these elements in
devices, etc.). three categories (mechanics, dynamics and aesthetics), and
Jorge Simões, Rebeca Díaz Redondo and Ana Fernández Vilas
Keywords—Physical Exercise, Gamification, Active Games, (2012) [6] classify these elements in two categories (mechanics
Childhood obesity. and dynamics). In this sense, Kevin Werbach (2012) [7],
proposes three game elements as dynamics, mechanics and
I. INTRODUCTION components. These three elements are organized in a pyramid
structure, depending on whether the element is tactical or
In the school or outside of school physical exercise (PE) is conceptual. The dynamics are the concept, the implicit
considered a positive element and widely as a fun, engaging structure of the game. Mechanical processes are those that
and social activity. But, many times, the PE lessons in school cause the development of the game and can be of different
are the main PE that young people and children have (Pearce, types such as: a) on the mechanical behavior (focusing on
2011) [1]. Physical and active games can attract children and

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human behavior and the human psyche), b) mechanical demonstrated the use of active videogames to maintain an
feedback (relative to the cycle feedback on the gameplay) and active lifestyle. One study analyzed the energy expenditure
c) mechanical progression (significant accumulation of skills). (EE) required by a sedentary game and two active videogames
The components are the specific dynamics and mechanical (one involving movements of the upper body, and a dancing
implementations: avatars, badges, points, collections, rankings, game). They found that the conventional game increased the
levels, equipment, virtual goods, etc. There are few popular basal EE 22%, while active ones increased basal EE 108%
components, such as points, shields and leaderboards, (movements of the torso) and 172% (dancing). They also noted
commonly named PBLs (Points, Badges & Leader-boards that obese children had higher EE when playing the dancing
achievement). Note that the elements are not the game, the video game than non-obese children (Lanningham-Foster et al,
game is how these elements come together to make the player 2006) [14]. A later study found that the EE of an active game
have fun. was significantly higher than that derived from other activities
such as remaining at rest, standing, watching television seated
II. RELATED WORK and sitting while playing a conventional videogame
(Lanningham-Foster et al, 2009) [15]. Similar results were
There are several studies on physical activity and energy obtained in another study that analyzed the EE in a sample of
expenditure through educational intervention programs. These children ages 6 to 12 participating in a conventional video
educational programs promote the physical activity both at game and two active games for the XaviX Port console. One
school and in the children’s leisure time. Programs that was a bowling simulator and other game involved fighting and
increase and improve physical education in schools have avoiding obstacles. The results indicated that the EE required
managed not only to improve the fitness of students, but also to by active videogames was higher than resting and conventional
motivate children and adolescents to continue performing videogames (Mellecker & McManus, 2008) [16]. Another
physical exercise (Sánchez López et al, 2011; Ardoy et al, study reported similar results when evaluating energy
2011) [8]. It is important to realize that not all physical activity consumption in children playing active and non-active
is able to positively effect a reduction in body weight videogames. Its findings showed an increase over the base line
(frequency, duration and intensity) (Tan et al, 2002) [9]. For of between 120% and 140% in the EE and the energy
example, when the energy consumed in a dancing game was consumed when participants were playing active games, values
measured, it was found that the cardiorespiratory response was that were similar to other types of activities such as a light
similar to that of an aerobic dance of medium to high intensity, walk, jogging and swimming (Maddison et al, 2007) [17]. A
but, as it lasted only 8 minutes, it failed to meet the study at the University of Oklahoma with a group of children
recommended daily exercise in children (60 minutes per day) ages 10 to 13 measured the calories consumed at rest, while
(Cantallops Ramón et al, 2012) [10]. watching television and while walking. The data were then
Another factor to consider when planning a physical compared with the calories burned when playing videogames
activity is motivation. Studies and intervention programs (Wii Sports and DDR). The results showed that children
involving physical activity show that it is necessary to burned the same amount of calories when they walked
encourage and motivate children with an appealing activity, in moderately and three times more than while resting (Wetzsleon
addition to encouraging them to participate in team rather than et al, 2008) [18].
individual sports (Borràs Rotger et al, 2008) [11]. In this sense, Although some studies have shown positive results
exergames can be helpful to increase the motivation in children involving the energy costs of playing these kinds of games,
and adolescents. For example, as part of a study involving a said energy cost rises when these same virtual activities are
group of overweight children and adolescents using the dance executed in reality, indicating that this type of activity cannot
platform Dance Dance Revolution (DDR) as a routine physical replace actual activities and sports. Only a small number of
activity (5 days/week and 30 minutes/day), telephone follow- active videogames, or “exergaming”, manage to have children
ups were conducted that, in addition to collecting data on time perform physical activity of moderate intensity (Wortley, 2015)
use and level of motivation, reinforced their participation. [19]. More studies and more scientific evidence are needed to
However, the results indicated that the participation rate was evaluate the effectiveness and sustainability of this type of
low as the game was not motivating enough. Proposals to active videogame and its potential interest as a clinical tool.
increase participation were made, such as encouraging
cooperative play, increasing the musical variety and including a Therefore, there are several studies how to use interactive
competitive component in these activities (Maddison et al, technologies to promote healthy habits in children (Hourkade,
2007) [12]. 2015) [20]. In this regard, gaming platforms such as Nintendo
Wii, Microsoft Kinect and others, include body movement as
In the same vein, the effect of a weekly session of group an interactive element to promote physical activity. These
play in motivating children 9-12 years old to play a dancing technologies will continue to advance unabated in coming
videogame in their homes was evaluated. The findings revealed decades, thus making it necessary to study their metabolic
that group play sessions increased the motivation and level of efficiency and how they can be effectively applied promoting
participation of children (Chin et al, 2008) [13]. Moreover, physical activity (ExergameFitness, 2014) [21]. Outdoor
there is ample research on the energy expenditure of sedentary physical activities are also supported by technology through
activities, traditional games and gaming assets that seeks to augmented reality, sensors, mobile devices and so on. In this
subvert the false beliefs that exist around videogames. This area Lund et al (2005) [22] were pioneers in designing the
research has focused on the application of videogames to Playware technology that uses sensors, actuators, hardware and
promote health based on the good results that have

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software building blocks for playgrounds. This work led other III. PROVITAO
researchers to consider how this type of playground could be PROVITAO (Active videogames program for Outpatient
designed. For example, Sturm et al. (2008) [23] focused on Treatment of Obesity), Ref. OBE05 project, funded by the
objectives such as social interaction, simplicity, challenge, CajaCanarias Foundation (2014-2017) [31], aims to support the
goals, and feedback. Seitinger (2009) [24] was concerned with treatment of obesity at early ages, contributing to improving
how these playgrounds could be used to develop spatial skill, the state health patients and preventing future disorders in
including taking multiple perspectives, zooming in and out, adulthood. It has a model of educational intervention designed
estimating distances, experiencing movement, finding visual for education in healthy habits, with an exercise program,
cues, advocating ubiquitous interfaces that could support motor games and commercial (WII fit plus and apps) and own
aspects of spatial cognitive development. Another approach to active video games, created in the research group, such as
promoting outdoor physical activity is digitally enhancement TANGO: H. The whole program is "gamified", in order to
through the use of mobile devices (Magielse & Markopoulos, motivate and to achieve the engagement of children during the
2009) [25]. intervention in schools and home (one school year).
Collaboration and social aspects must be considered in the PROVITAO was applied to a total of 45 children and girls
design of educational videogames. Padilla et al (2012) [26] with childhood obesity and their caregivers during the school
propose a set of theoretical issues for educational videogames year, in two phases. The design of the research used It was a
and for game-based learning. Collazos, González and Gutierrez mixed type with two control groups (GC) and two
(2014) [27] present a set of patterns for monitoring and experimental groups (GE).
evaluating educational videogames. Gonzalez and Navarro
(2015) [28] present a structural framework based on the The project has created and validated a frame of reference
fundamentals of motor play to guide the design and evaluation for emotional intervention, monitoring and evaluation,
of active videogames. Therefore, González et al (2015) [29] biomedical, interactive, social, psychological and educational,
specifically analyze the effectiveness of commercial programs based on games, applied to the treatment of childhood obesity
like the Wii and of an exergaming program called TANGO:H, and prevention of complications associated, in addition, with
developed by our research group. TANGO:H was designed different technological products (exergames, serious games,
following principles of educational, collaborative and active webapps, sensory libraries, wareable devices, etc.).
videogames [27, 29].
In total, the following data collection tools were developed
Some example of the last gamified platforms or active and / or adapted: initial questionnaire for parents and mothers,
games to develop healthy habits and can be used in PE are questionnaire of healthy life habits of children, BASC, player
[30]: profile, KIDMED, EMODIANA, EMODIANA APP,
Perceived Effort Scale, Wii Record, Follow-up Notebooks,
• SuperBetter: This platform increases resilience - the Questionnaire Satisfaction for parents and children, Health
ability to stay strong, motivated and optimistic even in Report, Evaluation of Playability and Heuristics of Usability In
the face of difficult obstacles, making more capable of addition, templates were created for the collection of
getting through any tough situation. URL: anthropometric measurements. The analytics of Blood was
https://www.superbetter.com/ collected from the hospital as well as the medical records.
• Zombies, Run!: is a new game, with app for the smart The design of the study was mixed, quasi-experimental.
phone, that turns running into quests, collection of The sample was selected according to inclusion criteria and
items, and building of fortress to protect participants grouped into different groups: experimental (intervention is
from zombies. When participants run, stories are performed) and control (intervention is not performed). To
narrated, punctuated by personal music playlists, item both groups underwent different tests at different time points
collection, and random sprinting to avoid zombies. (pre, post and follow-up). In total, 45 boys and girls
URL: https://zombiesrungame.com/ participated, of whom 25 are girls and 20 boys, aged between 6
• Fitocracy: Participants work in teams and in a and 12 years.
community on exercise goals, with easy In Phase 1, a total of 24 children were selected who met the
documentation of workouts and instant motivation inclusion criteria and were patients of the pediatric service of
and feedback to improve. URL: hospital diagnosed with childhood obesity (BMI> P97). The
https://www.fitocracy.com/ experimental group was formed by 13 boys and girls (8 girls
• VirZoom: this technology combines Virtual Reality and 5 boys) and the control group by 11 boys and girls (3 girls
(FR) and Fitness Technology. VirZOOM is a static and 8 boys). The ages were between 6 and 12 years old.
bicycle connected to VR games. For example, the user In Phase 2, given that not enough cases were found within
can live different virtual experiences: power a horse in the pediatric service of the hospital that met the inclusion
a race, a tank in battle, a fire-breathing dragon through criteria, the sample was selected through the population of 6
mountains. URL: http://virzoom.com/ schools. In this way, the sample consisted of 23 boys and girls
who met the inclusion criteria (BMI> P97). The experimental
group consisted of 12 boys and girls (7 girls and 5 boys) and
the control group of 11 boys and girls (7 girls and 4 boys). The
ages were between 7 and 12 years old.

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Also, by not having enough sample of children with obesity prototype was created for children with medical applications,
and associated diabetes II that met the Inclusion criteria, given and a prototype had the objective of measuring blood pressure.
that control measures and preventive treatment are initiated to
Different prototypes and modules were made for this
avoid the appearance of Type II diabetes, it was decided to
system (PROVITAO APP / WEB APP). In addition, a web
perform a single case study on an 11-year-old female patient
version of TANGO: H WEB Designer, so that the exercises
with metabolism associated with childhood obesity (type II
could be created and managed from the web.
diabetes).
A portal was created that allows to gamify the activities to
be carried out by the children, assigning them "missions"
In addition, the creation, selection and adaptation of weekly, which, as they are carried out, can earn points, obtain
different educational materials were made, in different formats. prizes and exceed levels in the game.
A tutoring plan for face-to-face and virtual sessions was The phases of the intervention were developed correctly, in
carried out, using different platforms or technologies, such as this way, in the initial quarterly phase 8 weekly group sessions
Moodle and Google Hangout. The gamification of the entire for the children of the experimental group. The place where
program was also designed activities using PBL. they took. The sessions were the sports facilities of the Aneja
School, in La Laguna. Group sessions was developed on
Finally, several serious games related to healthy life habits Tuesday afternoons from 5:00 pm to 7:00 p.m. These sessions
and physical activity were designed, such as: Balance Heart, were guided by professionals with different profiles, members
Biometric Exergame (automatically regulates the intensity of and collaborators of the team of the project. The training
physical exercise), Coaster, Treasure map. activities and active games of the face-to-face sessions were
The sessions with the WII were selected and planned to reinforced with other activities to develop in the houses. The
work different areas of the body. They were selected serious atmosphere that was created in the face-to-face sessions was
games and resources on the web to reinforce learning about cooperation and / or competition to favor feelings of self-
healthy lifestyle habits at home. efficacy and competence, by offering, for example, fun
physical activities that can be done with the skills of the
Different types of training exercises (physical and cognitive participants, regulating the effort required.
and free) were created and adapted in TANGO: H Designer to
work on healthy life habits in an individual, collaborative and In the classroom sessions, training activities, manipulative
competitive way. In addition, a TANGO gamification module: games or games that required movement in teams and play in
TANGO:H Designer to assign and create prizes and gifts, pairs with the Tangible Goals: Health platform, aimed at
exercises with levels of difficulty and time restrictions. consolidating lessons of the session, and motor games, also
contextualized in the contents of the session.
The biometric sensors used in the intervention and the
sensors were selected and studied of movement for TANGO During this phase, we also requested two weekly sessions
exercises: H. As for the biometric sensors, given that what was of physical exercise at home, using the Wii Balance Board with
desired measure was the intensity of physical activity the Wii Fit Plus video game, favoring the realization of
performed in the intervention, it was decided to opt for low physical activity in the family context In addition to the
cost sensors (heart rate monitor and accelerometer). immediate feedback offered by the activities (score in Tango:
Specifically we chose pulsemeters and accelerometers of H, Wii; knowledge of the earnings of points in the other face-
weareable type wristwatch +belt of the brand Decatlhon to-face activities), their scores was moved to a general ranking,
(Geonaute Onmiles 600). Commercial-type sensors bring their which was made public to the group in face-to-face sessions to
own software analysis. To study the potential of commercial gamify all the activities carried out in the intervention.
sensors controlled by our own software, we designed In addition, serious mobile games and other online
implemented a sensorial integration library for the creation of activities were recommended to promote life habits healthy,
interfaces and registers of biometric signals, that allowed such as: Diana eats healthy, Activilandia, Healthy Heroes, The
access to data from commercial sensors and use them to control revenge of Cool-E, among others.
an active video game (Exergame) created for that purpose. The
objective was to study the potential of a heart rate monitor as a During this quarter a training activity was also organized
driver of a exergame, using it to record the user's heart rate and with parents about life healthy habits.
thus estimate the physical effort made, regulating the intensity
In the second quarterly phase the participants of the
of the activity. The estimation of physical effort, together with
experimental group were helped to design a personal project -
that of other factors such as caloric consumption, is performed
individual-from changing habits to more healthy ones. The
according to methods present in the literature, requesting the
development of this phase consisted in programming a physical
user parameters needed at the beginning of the game. The
activity that they should perform autonomously. We worked on
exergame was created through the Unity3D platform, where
aspects such as resistance to change compared to openness to
the interaction. The main one is made using a Kinect v1 sensor,
experience and the perception of self-efficacy and the
while the sensor incorporates ultra-low technology ANT / +
discovery of resources in the immediate environment to
consumption. A gesture recognition study was also carried out
implement healthy behaviors. The work team guided,
using and comparing different motion sensors, such as Kinect 1
supported and energized the behavior change of the minors, in
and Kinect 2 in TANGO: H. Finally, a wearable device
collaboration with their parents and mothers. The face-to-face

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sessions were reduced to a monthly session and a weekly frequency tables and graphical representations using bar charts
online monitoring of the activities scheduled by and sectors. A comparative analysis of the results obtained in
videoconference, and using other resources such as the online the pre- and post-intervention was also carried out and inter
platform (Moodle), messaging (Whassap), email and and intra group monitoring.
telephone. Activities with children included discussing videos
The results do not show a statistically significant
and podcasts related to change or resistance to it, dynamics of
improvement between the control group and the experimental
promotion of self-esteem within the group, dramatizations / group in the behaviors related to physical activity, however, if
role plays, discovering their surroundings using computer the experimental group shows a significant improvement
applications and narratives. The gamification of this phase was versus control in learning about long-term healthy eating.
carried out giving scores according to the compliance with the
Regarding the anthropometric measures, no significant
scheduled activities.
differences were found between the control group and
The search for healthy activities organized by the town experimental or between the different moments. Both groups,
councils and in the environment of the children is not was control and experimental, decrease the BMI after of the
favorable, since, except for sports, there is a lack of public and intervention and increase in follow-up. Therefore, we can not
free offer of physical activities and Healthy throughout the year conclude that the decrease is the product of the intervention
appropriate to the interests of children. This was a difficulty for made. In the only case, improvements in BMI, waist
the development and implementation of the healthy vocational circumference and% body fat can be observed. They keep it
project that could remain when the research team withdraw over time. The analytics do not show important differences in
direct intervention, as planned in this phase. the different moments.
For this reason, monthly meetings were included with the In the case of behaviors, significant differences are
entire experimental group to reinforce the social component observed between the control group and the experimental
and commitment to the project and its objectives. In addition, group in the questionnaire of "System of Evaluation of the
training activities for parents and mothers The sessions of this Conduct of Children and Adolescents - BASC". For example,
phase were developed in the School of Engineering and you can emphasize that in the experimental group the feeling of
Technology of the University of La Laguna in afternoon hours responsibility and control over the issues related to your life.
from 5 to 7 pm depending on availability of the parents. Social stress, that is, the negative sensations associated with
social interactions, are modified throughout the phases
In the third quarterly phase the participants had to carry out evaluated and although the central tendency is maintains, the
the designed project. Gamification is abandoned PBL, opting stockings are decreasing. Something similar happens in the
for social reinforcers and the promotion and identification of depression index that decreases in the group experimental.
individual feelings of competence and effectiveness.
That is why the intervention made and its effectiveness is
Monthly group sessions were held with the children of the important, not only in the promotion of life healthy habits, but
experimental group where they were approached cognitive and in the promotion of satisfying social relationships and the
social skills, focused on solving problems with peers, given the perception of control over one's life, that is, favoring the
high frequency in which these are related to childhood obesity. integral health of the participants.
Likewise, training activities for parents were included. The
sessions of this phase were developed in the School of In terms of group intervention based on games, the results
Engineering and Technology and in the Faculty of Education of emotional analysis show a trend to favor positive emotions
from the University of La Laguna in the afternoon from 5:00 to and based on the justifications we see that these are related to
7:00 p.m. the elements of the activity carried out (games, participants,
partners, learning), highlighting the verbalizations of having
In addition, the influence of the educational intervention fun and having fun. These results reaffirm the motivating value
program on minors with Childhood obesity and associated of the sessions face-to-face.
pathology (type II diabetes). Although initially it had been
suggested that in second phase children had a diagnosis Regarding the questionnaires of fathers and mothers, they
associated with obesity, type 2 diabetes, it had to be ruled out report an improvement in healthy habits during the
due to the small number of children between 6 and 12 years old intervention, but that are lost in long-term eating habits
who had this type of diabetes. This is because the medical (perhaps due to forgetfulness or lack of continuous training or
treatments (pharmacological and non-pharmacological) begin lack of motivation towards healthy behaviors). There is an
to act when resistance to insulin, which is the previous step to improvement in time habits free of the minors of the
the development of diabetes. So finally it was decided to study experimental group against the control group, although it does
obesity associated with the metabolic syndrome, performing a not reach a statistical significance.
single case study with a patient who did meet the criteria of
There is an improvement in the attitude toward videogames
Obesity and pre-diabetes type II.
of parents and mothers of the experimental group compared to
The results of the questionnaires of children and parents that of control during the intervention, but that is lost in the
were treated with the help of the statistical package SPSS 20.0 long term (they return to the purely playful perception of the
for Windows SPNT operating system from SPSS Co, Chicago, videogames). We believe that, in future interventions, more
Illinois, USA. A descriptive statistics was made of the results emphasis should be placed on intervention with parents and
of the survey data separately with representations through mothers because in the early ages of children their healthy

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habits depend fundamentally on of their caregivers, either for ACKNOWLEDGMENTS
food or physical activity. This work has been supported partially by Fundación Caja
The physical activity developed during the face-to-face Canarias, Project PROVITAO OBE05.
intervention (45 minutes) through motor games was easy to
moderate intensity, and perceived by minors through the scale REFERENCES
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