Mobile Technologies for Promoting Health and Wellness among African American Youth
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.
Keywordsmobile computing games evaluation
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