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...
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