Figure 10: Home page for kids.
children and young persons (under 16) to reach a
healthier state with the supervision of healthcare prac-
titioners, families, and other users in a similar situa-
tion.
Along the paper, the system has been described,
and the first version of MATCHuP presented. Next
steps include the integration of smartwatches or sim-
ilar wearable able to automatically detect the physi-
cal activity, as well as artificial intelligence tools to
improve the aggregation methods and additional ad-
vices for further personalization and fast adaptation.
Moreover, a the evaluation of the tool in for medical
evidence is also required.
In that regard, the main challenge is to keep kids
engaged in the platform. Clinicians argue that about 6
month of using the platform could be sufficient for ob-
taining some behaviour change. However, some stud-
ies have shown that having a kid engaged in a game
more than 3 months is a great success. The long trial
of the tool will provide inputs to that concern, and
work for alternative artifaxts (Hevner et al., 2004) .
A secondary, technological challenge, is the fact that
sensitive data is stored in mobiles. The recent study
(Blenner et al., 2016) highlights the necessity of con-
sider privacy implications before using health apps.
ACKNOWLEDGEMENTS
This project has received funding from the grant of
the University of Girona 2016-2018 (MPCUdG2016),
ans has been developed with the support of
the research group SITES awarded with distinc-
tion by the Generalitat de Catalunya (SGR 2014-
2016). Sreynoch Soung received financial support
from the European Commission (Erasmus Mundus
project Techno II, ref. 372228-1-2012-1-FR-ERA
MUNDUS-EMA21).
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