This work investigates the potential and limitations of using socio-technical systems to support healthy eating in both children and adults. Specifically, the applicability of personalized gamified feedback, serious games, persuasive mobile applications, and personalized content-based recommender systems is discussed. All of our systems show positive effects on knowledge, motivation, or behavior. A core result of all studies is the importance of personalization of the presented content and the adaptation of system components, especially content presentation, to the user's abilities, personality, and context.
«
This work investigates the potential and limitations of using socio-technical systems to support healthy eating in both children and adults. Specifically, the applicability of personalized gamified feedback, serious games, persuasive mobile applications, and personalized content-based recommender systems is discussed. All of our systems show positive effects on knowledge, motivation, or behavior. A core result of all studies is the importance of personalization of the presented content and the a...
»