Citas bibligráficas
Huaman, P., Casazola, V. (2022). Solución tecnológica para mejorar el tratamiento nutricional mediante el monitoreo de la ansiedad en adolescentes con obesidad utilizando Serious Games [Tesis, Universidad Peruana de Ciencias Aplicadas (UPC)]. http://hdl.handle.net/10757/660235
Huaman, P., Casazola, V. Solución tecnológica para mejorar el tratamiento nutricional mediante el monitoreo de la ansiedad en adolescentes con obesidad utilizando Serious Games [Tesis]. PE: Universidad Peruana de Ciencias Aplicadas (UPC); 2022. http://hdl.handle.net/10757/660235
@misc{renati/399660,
title = "Solución tecnológica para mejorar el tratamiento nutricional mediante el monitoreo de la ansiedad en adolescentes con obesidad utilizando Serious Games",
author = "Casazola Casazola, Valeria",
publisher = "Universidad Peruana de Ciencias Aplicadas (UPC)",
year = "2022"
}
Obesity and overweight are health problems that affect adults, young people and children, due to the inefficiency of personal and social health control. In Peru, according to the National Food Center and the National Institute of Health, it affects 42.4% of Peruvians with 23.9% of adolescents. As a consequence, different solution methods have emerged, where gamification is shown as an innovative method that helps to integrate training games with the processes of weight reduction and anxiety control. The specialists in gamification and electronic health state that the use of applications in smartphones has not yet been consolidated; Therefore, it is intended to use information and communication technologies to reduce the gap between these devices and the distribution of information in the health system. Therefore, a technological solution based on a mobile application is proposed to control and monitor the anxiety level in overweight and obese young people, which uses a gamification approach to combine educational games with virtual healthcare. The proposal is intended to validate through the development of a mobile application with a gamification approach for young people between 16 and 20 years old in a nutritional center, as well as the opinion of nutritional health experts. The results could reduce anxiety levels in young people and sedentary behavior, using games with the use of a Board with the statistics obtained.
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