A game-based educational tool for preventing lifestyle-related diseases using board games and activity trackers. This game-based educational tool incorporates gamification elements to help participants increase their physical activity levels and change their behavior while having fun. Based on the data (step count and METs) recorded by the activity trackers worn by participants over a set period (two weeks in the pilot study), the starting points (handicaps) at the beginning of the game change, influencing the outcome of the game. Through continued participation, points earned through physical activity accumulate, causing the game characters to evolve. This is a piece of device art born from a collaboration between the fields of medicine and art.
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