Smart Clothing Gamification to promote Energy-related Behaviours among Adolescents

Energy-related behaviours are main modifiable determinants of several non- communicable health conditions, e.g. diabetes type 2, overweight and obesity, and track into adulthood. Promoting these behaviours among youngsters can have great health and societal gains.

Exergames, which require movement to be played, have great yet underused potential to promote these behaviours. To fully utilise this potential, exergames need to promote moderate-to-vigorous physical activity; need to be tailored to the individual user; and need to be more engaging.

The SmartLife project aims to create such an exergame.