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GuessingCarbs - A Serious Game About Healthy Nutrition in Old Age Combining Virtual and Tangible Components

  • Christian Eichhorn
  • , David A. Plecher
  • , Annabel Trilk
  • , Atsushi Hiyama
  • , Gudrun Klinker
  • Technical University of Munich
  • University of Tokyo

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

6 Scopus citations

Abstract

Achieving a healthy diet is a key factor to react to changing individual needs while aging. There are established guidelines for such a dieting behavior, but integrating them into the daily life of the target group is a challenge. We implemented a tablet-based Serious Game which targets older adults and conveys basic nutritional knowledge in a playful way. Emphasize on a balanced diet with nutrition information of typical dish types sparks interest and appetite for healthy food. Our Hybrid Game combines the advantages of familiar physical card games with those of virtual applications. Entry barriers can be lifted by reducing the focus on the touchscreen device and bringing back tangible interactions with well-known game components. An evaluation in two different senior nursing homes has been conducted and resulted in valuable insights.

Original languageEnglish
Title of host publicationHCI International 2022 Posters - 24th International Conference on Human-Computer Interaction, HCII 2022, Proceedings
EditorsConstantine Stephanidis, Margherita Antona, Stavroula Ntoa
PublisherSpringer Science and Business Media Deutschland GmbH
Pages407-415
Number of pages9
ISBN (Print)9783031063930
DOIs
StatePublished - 2022
Event24th International Conference on Human-Computer Interaction, HCI International, HCII 2022 - Virtual, Online
Duration: 26 Jun 20221 Jul 2022

Publication series

NameCommunications in Computer and Information Science
Volume1583 CCIS
ISSN (Print)1865-0929
ISSN (Electronic)1865-0937

Conference

Conference24th International Conference on Human-Computer Interaction, HCI International, HCII 2022
CityVirtual, Online
Period26/06/221/07/22

Keywords

  • 3d printing
  • Alzheimer
  • Cards
  • Cognitive training
  • Dementia
  • HCI
  • Serious games
  • Tangible user interface
  • Tangibles

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