ON THE DEVELOPMENT OF A DIETARY CASUAL GAME FOR DISEASE MANAGEMENT

Authors

  • M.O. Onyesolu Faculty of Physical Sciences , Nnamdi Azikiwe University, Awka, Anambra State, Nigeria
  • C.C. Eze Faculty of Physical Sciences, Nnamdi Azikiwe University, Awka, Anambra State, Nigeria

Keywords:

Persuasive game, behaviour change, casual games, hybrid Technology, goal-setting theory.

Abstract

In order to help people manage their health goals more accurately, a casual and educational game that will
assist people in making the right meal choices known as ServeBest was developed. ServeBest was built on a
hybridized technology principle to encourage learning, give room for reflection, and boost the speed and
accuracy at which users make their meal choices. Persuasive principles were adopted to motivate users. Object
Oriented Hypermedia Design Method (OOHDM) was adopted in the design of the system. The system was
implemented using HTML, CSS, JavaScript and PHP. ServeBest takes into consideration popular diets in
Nigeria. The system was tested by 30 participants. 97% of the participants affirmed that ServeBest increased
their nutrition knowledge while 93% recorded that playing ServeBest led to out-of-game re Playing
ServeBest had a positive impact on the participants’ blood sugar level.

Author Biographies

M.O. Onyesolu, Faculty of Physical Sciences , Nnamdi Azikiwe University, Awka, Anambra State, Nigeria

Department of Computer Science, 

C.C. Eze, Faculty of Physical Sciences, Nnamdi Azikiwe University, Awka, Anambra State, Nigeria

Department of Computer Science

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Published

2021-08-18