Shadow boxer: a physically interactive fitness game
Proceedings of the third Nordic conference on Human-computer interaction
Personal and Ubiquitous Computing
Future Play '07 Proceedings of the 2007 conference on Future Play
NEAT-o-Games: blending physical activity and fun in the daily routine
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Exploring social interactions and attributes of casual multiplayer mobile gaming
Mobility '07 Proceedings of the 4th international conference on mobile technology, applications, and systems and the 1st international symposium on Computer human interaction in mobile technology
Flowers or a robot army?: encouraging awareness & activity with personal, mobile displays
UbiComp '08 Proceedings of the 10th international conference on Ubiquitous computing
Playful bottle: a mobile social persuasion system to motivate healthy water intake
Proceedings of the 11th international conference on Ubiquitous computing
Designing persuasion: health technology for low-income African American communities
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
Fish'n'Steps: encouraging physical activity with an interactive computer game
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Fitness Tour: a mobile application for combating obesity
MobileHealth '11 Proceedings of the First ACM MobiHoc Workshop on Pervasive Wireless Healthcare
Mobile technologies for promoting health and wellness among african american youth
UAHCI'11 Proceedings of the 6th international conference on Universal access in human-computer interaction: context diversity - Volume Part III
Using SMS to provide continuous assessment and improve health outcomes for children with asthma
Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium
Journal of Biomedical Informatics
Prescriptive persuasion and open-ended social awareness: expanding the design space of mobile health
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
"Honey=sugar" means unhealthy: investigating how people apply knowledge to rate food's healthiness
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
WiFiTreasureHunt: a mobile social application for staying active physically
Proceedings of the 2012 ACM Conference on Ubiquitous Computing
Research-derived guidelines for designing toddlers' healthcare games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Sensing fork: eating behavior detection utensil and mobile persuasive game
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Tailoring persuasive health games to gamer type
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
LunchTime: a slow-casual game for long-term dietary behavior change
Personal and Ubiquitous Computing
International Journal of Human-Computer Studies
Developing culturally relevant design guidelines for encouraging healthy eating behavior
International Journal of Human-Computer Studies
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Researchers have designed a variety of systems that promote wellness. However, little work has been done to examine how casual mobile games can help adults learn how to live healthfully. To explore this design space, we created OrderUP!, a game in which players learn how to make healthier meal choices. Through our field study, we found that playing OrderUP! helped participants engage in four processes of change identified by a well-established health behavior theory, the Transtheoretical Model: they improved their understanding of how to eat healthfully and engaged in nutrition-related analytical thinking, reevaluated the healthiness of their real life habits, formed helping relationships by discussing nutrition with others and started replacing unhealthy meals with more nutritious foods. Our research shows the promise of using casual mobile games to encourage adults to live healthier lifestyles.