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    <article-meta>
      <title-group>
        <article-title>The Power of Gamification to Learn and Promote Healthy Habits among Children</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ana Moya TECNALIA Derio</string-name>
          <email>leire.bastida@tecnalia.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Spain ana.moya@tecnalia.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
          <xref ref-type="aff" rid="aff6">6</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ACM Classification Keywords H.5.m. Information interfaces and presentation: Usercentered design; Prototyping; GUI</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Author Keywords Childhood obesity; Gamification; Healthy habits; IoT; Playful learning</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Eugenio Gaeta LifeSTech (UPM) Madrid</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Felicia Gabler University of Fortaleza (UNIFOR) Fortaleza</institution>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>José Eurico de Vasconcelos Filho University of Fortaleza (UNIFOR) Fortaleza</institution>
          ,
          <country country="BR">Brazil</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Leire Bastida TECNALIA Derio</institution>
          ,
          <country country="ES">Spain</country>
        </aff>
        <aff id="aff6">
          <label>6</label>
          <institution>children in countries like Spain</institution>
          ,
          <country>Brazil and Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Childhood obesity is one of the biggest paediatric public health concern, affecting more than one in three schoolaged children in countries like Spain, Brazil and Greece. This paper describes the gamification approach used in the OCARIoT project in order to promote a long-term behavioral change towards healthy habits in children between 9 and 12 years old. This gamification approach has been designed and validated following a user centricapproach, with a gender-balanced population of around 100 children aged 9 to 12, in four schools in Spain, Greece and Brazil.</p>
      </abstract>
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  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Bad long-term habits in eating and lack of physical activity
causes an energy imbalance between consumed and
expended calories. This is the primary cause of obesity.
Therefore, obesity is largely preventable by making
healthier eating choices and exercising regularly1. In the
case of children, childhood obesity is one of the biggest
health problems worldwide and the major paediatric public
health concern, affecting around 224 million school-age
children in the world2. Its prevalence has shot up since 1980
even tripling in many European countries. Childhood
obesity already affects more than one in three school-aged
This paper provides a detailed description on how we have
designed and validated the gamified app following a user
centric-approach and based on a gamification strategy
developed ad-hoc to the OCARIoT’s target group to
motivate and engage them while they acquire healthy
habits.
3 www.oecd-ilibrary.org/docserver/health_glance-2015-en.pdf



The final implementation is still ongoing and will be
validated to support a clinical study that will be performed
in three pilot sites in Europe and Brazil following standard
methodologies already adopted in similar studies [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ].
THE CONTEXT OF THE PROJECT
In order to be able to define a suitable gamification
strategy, it is important to understand the context related to
healthy habits in children according to what the experts say,
especially which type of activities we should promote in the
gamified app. There are some simple recommendations for
families to lead a healthy lifestyle and get back on track4 5:
      </p>
    </sec>
    <sec id="sec-2">
      <title>Distribute meals along the day: eat small amounts</title>
      <p>several times a day;
 Lots of fruit and vegetables;</p>
    </sec>
    <sec id="sec-3">
      <title>Water as a drink to quench the thirst, avoiding</title>
      <p>sugary and industrial drinks;
Get active each day: at least 1 hour of physical activity
every day;
 Limit screen time: sedentary time is associated with an
increased risk of becoming overweight;
 Sleep quality: associations between short sleep duration
in early childhood and obesity are consistently
encountered.</p>
      <p>Using as basis these recommendations and with the support
of health professionals, we have also defined a set of KPIs
to validate scientifically the outcomes of the project. These
KPIs will be measured with the final version of the
gamified app ready for the last piloting phase:
 Reduction rate of obesity childhood &gt;=50%;
 Improvement of adherence to suggested healthy
activities &gt;=60%;
 Increment of physical activity for end-users &gt;=50%
 Satisfaction from end-users &gt;=95%
USER-CENTRIC DESIGN
The aim of OCARIoT is to educate and empower children
to become the protagonists of changes in the family
environment. That is why we have applied a user-centric
approach, involving children from the beginning in the
definition of the gamification strategy and gamified app
design.</p>
      <p>The validation and assessment approach during the design
stage of the gamified app has focused on the technical
usability, engagement and acceptance from the User
Experience (UX) and User Interface (UI) perspectives. A
set of validation workshops with children have been done
with the two releases of the gamified app design. The next</p>
      <sec id="sec-3-1">
        <title>4 https://www.who.int/behealthy</title>
        <p>5 https://kidshealth.org/en/parents/overweight-obesity.html
sections provide details about the different steps and results
during the design process of the gamified app.</p>
        <p>All the procedures followed in the project were in
accordance with the ethical standards of the OCARIoT
Ethics Board (national and international) and with the
Helsinki Declaration of 1995, as revised in 2008. The
parents and/or legal representatives of children has signed a
consent form for participating in the project.</p>
        <p>INITIAL DESIGN OF THE OCARIOT EXPERIENCE
The goal of the gamification strategy is to promote children
between 9 and 12 years old to acquire healthy habits in the
nutritional and physical activity areas while engaging them
using fun and easy mechanisms. The expected results aimed
to be achieved are:
 Children embracing healthy habits.
 Children acquire knowledge about healthy habits and
understand how to apply them in their daily life.
</p>
        <p>Make the learning process about healthy habits as
memorable as possible while using the app.</p>
        <p>Although the target audience are children between 9 and 12
years old, families, educators and health professionals also
play a very important role, promoting the use of the
application among children, participating in some activities
and setting example in feeding, physical activity and
healthy lifestyle. This will clearly reinforce each of the
activities proposed by the app while achieving the proposed
goal.</p>
        <p>During this gamification strategy design and according to
the motivators of the target group, we identified four core
elements to be integrated in the OCARIoT gamified
experience:
 The storytelling and the world where the experience
takes place. Considering the requirements previously
collected from the pilot sites and the differences
between age ranges (mainly between children aged 9-10
years and 11-12 years) about their preferences and what
they like, we designed 5 potential worlds and
storytelling (story 1: ninja warriors; story 2: classical
mythology; story 3: secret agents; story 4: sci-fi; story 5:
superheroes).
 The coach avatar represents the mentor who challenges
children with healthy activities while providing
guidance during the whole experience. We designed 19
potential models covering humanoid, pet or monster
appearance and combining cartoon and realistic art
styles.
 The items for personalization will be used by children
to personalize their mentor. Different types of potential
predefined candidates were developed (e.g. clothes,
glasses, accessories).
 The type of educational games will especially focus on
promoting the acquisition of knowledge by children.
The following types of educational games were
identified: Questions-Answer quizzes (e.g. wheel of
fortune, Trivia) and Matching/memory games.</p>
        <p>Based on this initial design, we organised the first
workshops with the objective of collecting the children
preferences and feedback about those four gamification
elements. Five workshops were organized in four schools
(Spain, Greece and Brazil). A total of 56 children between 9
and 12 years old were involved organized by groups of 3, 4
5 children (depending on the total children per workshop)
with 29 girls and 27 boys to balance gender aspects. The
number of votes for the five different stories provided to
children is shown in Table 1 (children had to select two
stories, their favorite one as option 1 and the second as
option 2). Each vote weights 1 and the votes as Option 1
apply an extra 5% weight to the selected story. The selected
storytelling and world were the secret agent with a total
weighted score of 9,3.
The number of votes for the three different type of mentors
provided to children is shown in Table 2 (children had to
select two types of mentors, their favorite one as option 1
and the second as option 2). The score calculation is the
same as the one used with the story. The Human-type
mentor was selected with a total score of 15,4.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Animal</title>
    </sec>
    <sec id="sec-5">
      <title>Monster</title>
    </sec>
    <sec id="sec-6">
      <title>Human</title>
    </sec>
    <sec id="sec-7">
      <title>Votes</title>
    </sec>
    <sec id="sec-8">
      <title>As Option 1</title>
    </sec>
    <sec id="sec-9">
      <title>As Option 2</title>
      <p>And the human-type mentor most voted was the hologram
man which is the final design implemented in the gamified
app.</p>
      <p>Regarding the items for personalizing the mentor, all types
of the items were welcome; and finally, the proposed types
of educational games were well-accepted.</p>
      <p>FINAL DESIGN OF THE OCARIOT EXPERIENCE
Based on the feedback from the first validation workshops,
the design of the OCARIoT experience was refined around
the storytelling of becoming a secret agent (see Figure 1),
where the children have to develop three abilities related
with the healthy habits.</p>
      <p>The look &amp; feel of the app has followed the aesthetics of
this agent secret storytelling, challenging children with a set
of missions to be completed in the real-world about healthy
habits (e.g. physical activity, food intaking).
The missions can be individual, if they are performed by
the child alone, or social, if they are performed together
with family or at school. And each mission is associated at
least with one of the abilities to be developed:
 Dexterity: It is related to physical activity.
 Intelligence: It is used to teach children all the
knowledge related to healthy habits in nutrition and
physical activity mainly.
</p>
      <p>Discipline: It is used for providing children awareness
and self-control over the impulses for eating and actions
related to sleep, especially to promote better choices
with daily food and on weekends.</p>
      <p>
        In order to provide personalized missions to each child, it is
important to establish a baseline to know the current status
of the child. To do so, we use the baseline data collected
through questionnaires (such as Physical Activity
Questionnaire for Children - PAQ-C [7] or Child Eating
Behaviour Questionnaire – CEBQ [
        <xref ref-type="bibr" rid="ref9">8</xref>
        ]), IoT devices (e.g. a
wearable for physical activity) and specific info collected
directly in the app about food and physical activity habits.
To involve families in the OCARIoT experience, families
have access to a dashboard, where children evolution and
recommendations related to the missions are shown so they
can help children to fulfil them (e.g. a mission can be not to
eat industrial bakery for one week; and a recommendation
could be to send families a homemade cake recipe). These
recommendations will also serve as knowledge information
to teach families about healthy habits.
      </p>
      <p>To collect relevant data from children in an easy way about
their daily activity and food consumption, we have defined
the “secret agent report” feature. The child has to submit
an agent report weekly answering some specific questions
related to the missions achieved during that period.
The mentor design also evolved based on the feedback
received from children by providing a more cartoonish
design. As explained before, the mentor will be the virtual
character that represents the agent trainer who will guide
the child during the experience. It provides not only support
about how to use the app through a tutorial, but also tips,
recommendations and reminders about missions. The child
would personalise the mentor with a set of different items,
such as accessories, hair and colors (see Figure 2). The
personalization items can be bought using coins earned
achieving missions and playing the educational games.
The mentor supports children on how to use the app
through a tutorial, which explains, the rules, the objective,
the rewards and all the things the child should know to go
inside the experience and back again.</p>
      <p>The educational games give the child the ability
(knowledge) to overcome a mission (actions to carry out in
real life). The four types of educational games will be
integrated in the app: “Trivia”, “True or False”, “Matching
pairs” and “Find them all”. By playing these educational
games, the child will also win points that can be used to buy
the personalization items.</p>
      <p>The progress is based on the abilities achieved with each
mission, the earned coins and the badges achievement in
order to show the advancement and current state of child
every moment.</p>
      <p>Based on this final design, we arranged the second
validation workshops to evaluate how the children interact
with the app, if the graphical interface was easy to use and
understand and if they could perform the proposed activities
autonomously. Three workshops were organized in the
same four schools (in Spain, Greece and Brazil). A total of
75 children between 8 and 13 years old were involved; 34
girls and 41 boys.</p>
      <p>In order to collect their feedback, we used a Software
Usability Scale (SUS)-questionnaire adapted for children,
where each question was rated using a scale of 1-5, 1 being
the lowest (no/nothing), 5 being the highest (yes/great):</p>
      <sec id="sec-9-1">
        <title>Q1: I liked the game. Q2: The instructions of the mentor were easy to understand.</title>
      </sec>
      <sec id="sec-9-2">
        <title>Q3: It was easy to complete the missions.</title>
        <p>Q4: I had some problems to complete the missions.
Q5: The navigation through the game was easy and I
found what I was looking for.</p>
      </sec>
      <sec id="sec-9-3">
        <title>Q6: I found the game complex.</title>
      </sec>
      <sec id="sec-9-4">
        <title>Q7: The game was easy to use.</title>
        <p>Q8: I will need the support of an adult to play the game.
The received feedback was very positive. The main
conclusions about the app were that is easy to use, the role
of the mentor is well integrated, and the tutorial will be
relevant to introduce the app and also to explain its features.
The next table shows a summary of the media results per
question and pilot site.</p>
      </sec>
    </sec>
    <sec id="sec-10">
      <title>Questions</title>
    </sec>
    <sec id="sec-11">
      <title>Spain</title>
    </sec>
    <sec id="sec-12">
      <title>Brazil Greece</title>
      <p>




</p>
      <p>CONCLUSION AND FUTURE WORK
Although gamification and game design are showing a great
potential for health applications, little is known whether and
how effectively it can drive healthy improvement and
wellbeing outcomes; specially in childhood obesity domain.
This is why we started OCARIoT, aiming to combine
personalised health interventions with a gamification
strategy addressing the specific needs of obesity in children
(between 9 and 12 years old).</p>
      <p>Besides, in order to enhance and assess the impact on the
solution, health professionals are involved as a core part of
the project. We started to design the gamification strategy
based on the health requirements provided by the
professionals and perform several validation workshops
with children. The received feedback was very promising,
with a positive engagement from children to use the app
and complete the challenges related to healthy habits.
As future work, we are working on the final piloting phase
to be completed next year in order to evaluate the empirical
evidence on the effect of gamification on childhood obesity
and healthy habits acquisition.</p>
      <p>ACKNOWLEDGMENTS
The authors gratefully acknowledge funding from the
European Union's Horizon 2020 program under the grant
agreement nº 777082 and the Brazilian's Ministry of
Science, Technology, Innovation and Communication
through RNP, agreement nº 3007 (www.ocariot.com).</p>
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