Picky Monster: Examining the Effects of Visual Reinforcements Through Gamified Avatars and Personalized Goal Setting on Reducing Sugar Consumption
Communications in Computer and Information Science, ISSN: 1865-0937, Vol: 2117 CCIS, Page: 279-289
2024
- 2Captures
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Example: if you select the 1-year option for an article published in 2019 and a metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019. If you select the 3-year option for the same article published in 2019 and the metric category shows 90%, that means that the article or review is performing better than 90% of the other articles/reviews published in that journal in 2019, 2018 and 2017.
Citation Benchmarking is provided by Scopus and SciVal and is different from the metrics context provided by PlumX Metrics.
Metrics Details
- Captures2
- Readers2
Conference Paper Description
High sugar consumption is a known risk factor for various diseases. While technological solutions for food decision-making and diet control have shown promise in maintaining user engagement and adherence to health goals, there is a lack of research on adapting visual reinforcement mechanisms and personalized daily consumption goals to reduce sugar intake. Our study aims to improve snacking behavior through positive and negative visual reinforcement. We created PickyMonster, a mobile app to track and gamify sugar intake to raise awareness and promote healthier habits. Personalized daily sugar goal is based on one’s physiological data, visually represented by a four-stage monster avatar. In a two-week field study involving 15 students with snacking habits, we evaluated PickyMonster’s effectiveness. Findings revealed that visual cues of gamified avatars helped decrease people’s sugar intake and improved their health literacy. Participants reduced sugar intake and expressed heightened awareness. The number of participants who indicated to prioritize total sugar as a purchasing factor has doubled post-study. Although negative visual reinforcement did not yield expected results, design implications are provided. This research advances technology-driven interventions for healthier eating and suggests integrating positive and negative visual cues for promoting sugar reduction during snacking through gamified avatars.
Bibliographic Details
http://www.scopus.com/inward/record.url?partnerID=HzOxMe3b&scp=85196745355&origin=inward; http://dx.doi.org/10.1007/978-3-031-61953-3_31; https://link.springer.com/10.1007/978-3-031-61953-3_31; https://dx.doi.org/10.1007/978-3-031-61953-3_31; https://link.springer.com/chapter/10.1007/978-3-031-61953-3_31
Springer Science and Business Media LLC
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