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Mobile Technologies for Promoting Health and Wellness among African American Youth

  • Donovan Hill
  • Jasmine Blunt
  • Terrence Pugh
  • Monika Monk
  • Ji-Sun Kim
  • Woodrow W. WinchesterIII
  • D. Scott McCrickard
  • Paul Estabrooks
  • Felicia Doswell
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6767)

Abstract

This paper describes an effort to address life-threatening diseases and health conditions through engaging use of mobile devices. The design targeted children ages 7-11, with a goal of becoming aware of the nutritional value of foods that they eat on a regular basis. The implementation efforts resulted in Health Attack, a matching and memory game that seeks to raise the knowledge-level of participants about the foods that they eat. The evaluation of Health Attack, conducted through a demo and questionnaire administered to K-12 teachers, suggests that this type of game would be engaging for younger audiences as a first step in raising health awareness.

Keywords

mobile computing games evaluation 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Donovan Hill
    • 1
  • Jasmine Blunt
    • 1
  • Terrence Pugh
    • 1
  • Monika Monk
    • 1
  • Ji-Sun Kim
    • 2
  • Woodrow W. WinchesterIII
    • 3
  • D. Scott McCrickard
    • 2
  • Paul Estabrooks
    • 4
  • Felicia Doswell
    • 1
  1. 1.Department of Computer ScienceNorfolk State UniversityNorfolkUnited States
  2. 2.Department of Computer ScienceVirginia TechBlacksburgUnited States
  3. 3.Grado Department of Industrial and Systems EngineeringVirginia TechBlacksburgUnited States
  4. 4.Department of Human Nutrition, Foods and ExerciseVirginia TechBlacksburgUnited States

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