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15 July 2025

Towards Reshaping Children’s Habits: Vitalia’s AR-Gamified Approach

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1
Athena Research Center, 67100 Xanthi, Greece
2
Department of Physical Education and Sport Science, Democritus University of Thrace, 69100 Komotini, Greece
3
Department of Biomedical and Neuromotor Sciences, University of Bologna, 40126 Bologna, Italy
*
Author to whom correspondence should be addressed.
This article belongs to the Collection Augmented Reality Technologies, Systems and Applications

Abstract

This paper presents the design, development, and pilot deployment of Vitalia, an AR-gamified application targeting the formation of healthy habits in primary education children. Developed within the EU DUSE project, Vitalia integrates physical activity, nutritional education, and immersive storytelling into a gamified framework to promote sustained behavioral change. Grounded in evidence-based behavior change models and co-designed with health, nutrition, and physical activity experts, the system envisions high daily engagement rates and measurable knowledge improvements. The concept positions Vitalia as a scalable model for child-centric, ethically responsible digital health interventions, with the potential to be integrated into school curricula and public health strategies.

1. Introduction

The global rise in childhood obesity and Type 2 Diabetes Mellitus (T2DM) represents a major public health concern. Historically considered adult-onset, T2DM is now increasingly seen in youth, with over 41,000 new pediatric cases diagnosed globally in 2021 (Youth-Onset T2DM: The Epidemiology of an Awakening Epidemic (PubMed Central), online at https://diabetesjournals.org/care/article/46/3/490/148482/Youth-Onset-Type-2-Diabetes-The-Epidemiology-of-an (accessed on 8 July 2025)). Obesity, affecting 160 million children and adolescents, remains a key driver. According to the WHO and IDF, poor diet and physical inactivity are among the leading modifiable risk factors contributing to premature mortality and the development of non-communicable diseases such as diabetes and cardiovascular disease. In 2021 alone, diabetes caused 3.4 million deaths worldwide, a toll expected to increase without preventive action (International Diabetes Federation (IDF) Diabetes Atlas, online at https://diabetesatlas.org/ (accessed on 8 July 2025)).
These trends highlight the need for proactive strategies that address behavioral risk factors early in life. Traditional health education methods often fall short in changing children’s daily routines. Consequently, there is growing interest in immersive and playful interventions that can reframe health-related behaviors. Preventive tools that integrate physical activity, nutritional awareness, and behavioral reinforcement, especially those delivered through familiar, engaging technologies, offer promising potential for reshaping lifelong habits.
According to the WHO and IDF, poor diet and physical inactivity are among the top modifiable risk factors contributing to the global rise of non-communicable diseases (NCDs), including obesity, cardiovascular disease, and Type 2 Diabetes Mellitus (T2DM). In 2021, diabetes caused 3.4 million deaths worldwide, and the number of people living with diabetes rose to 830 million by 2022. Critically, a significant portion of this burden stems from preventable childhood behaviors that persist into adulthood. These trends underline the urgency for early, engaging, and evidence-informed interventions that reshape children’s daily habits in sustainable ways.
The DUSE EU project, standing for “Counteracting Diabetes USing Interdisciplinary Educative Programs”, directly addresses this critical need by developing comprehensive, interdisciplinary educational programs. At the core of the DUSE initiative is the Vitalia mobile application, a novel digital tool designed to promote healthier habits in children and adolescents. This paper addresses the research gap in integrated, narrative-driven, AR-based mobile health interventions tailored for early prevention of T2DM and obesity in children. Unlike prior works that isolate either physical activity or nutritional literacy, the introduced Vitalia app aims to unify both within a structured behavioral change framework grounded in educational and psychological theory. Our central research objective is to design and preliminarily evaluate a modular, multilingual, gamified AR application that promotes healthy lifestyle habits among children in primary education.
This study is guided by the following exploratory research questions:
  • RQ1: To what extent can a narrative-centered, behaviorally informed mobile AR experience enhance motivation, engagement, and daily adherence to health-positive actions?
  • RQ2: Can such an approach contribute to reshaping children’s habits and their conceptual world model?
While the present paper reports on the formative design and pilot implementation of Vitalia, it also provides the basis for a follow-up, hypothesis-driven evaluation. In that context, the following analytic aims are proposed for future investigation:
  • Aim 1: To examine whether Vitalia users exhibit higher daily engagement adherence than controls over a 4-week period, as measured by in-app logs, following gamified behavioral tracking approaches used in prior pediatric health interventions [1,2].
  • Aim 2: To assess whether post-intervention motivation scores (e.g., via the Intrinsic Motivation Inventory) increase among users relative to their baseline, consistent with findings in AR and exergame-based studies [3,4].
  • Aim 3: To explore whether intrinsic motivation mediates the relationship between app use and adherence to health-positive behaviors, drawing on principles from self-determination theory and the gamification literature [5,6,7].
The app’s design is informed by an extensive analysis of the educational and psychological needs of its target users, aiming to leverage the power of play and interactive technology for lasting behavioral change. Vitalia is a product of a multinational EU initiative, aiming to provide a transnational, scalable solution for health promotion in children. The app’s architecture and deployment plan reflect this European scope: its language system is modular, currently supporting five languages (Greek, English, Italian, Romanian, and Ukrainian), and it was explicitly designed for cross-border adaptation and even cultural contextualization. Therefore, while initial testing was conducted in Greece, the app is not intended as a local intervention but as a flexible, multilingual platform that can be deployed across diverse educational and healthcare systems. This paper reports on the conceptual design, implementation, and preliminary piloting of Vitalia, without aiming to evaluate long-term behavioral outcomes at this stage.

3. “Saving Vitalia”

The present text focuses on the design, theoretical grounding, and pilot-level formative assessment of the Vitalia application. While not structured as a controlled trial, the work is situated within a human-centered design research methodology, combining theory-based content development, expert reviews, and in situ testing with children to validate functional and pedagogical assumptions.
The Vitalia app introduces children to a vibrant, imaginary land where environmental harmony is sustained by a magical olive tree nourished by elemental seeds, each representing water, air, soil, and fire. When mischievous creatures called Greedlings scatter the seeds and disrupt the ecosystem, players assume the role of Guardians tasked with restoring balance. To recover the seeds, children complete daily challenges rooted in physical activity and nutritional learning. As they succeed, the world of Vitalia gradually heals, guided by the reappearance of the Spirits of Nature. The narrative progression motivates consistent engagement, weaving healthy habits into an epic, child-friendly quest for ecological restoration.
The application targets primary education children and provides daily tasks grounded in physical activity and nutritional learning, all embedded within a narrative-driven, augmented reality (AR) framework. These tasks aim to reinforce both cognitive and embodied dimensions of behavior change through repetition and engagement in the story world. By combining AR-guided physical exercises with interactive nutrition games, the app seeks to instill healthy habits in a way that is both educational and immersive.
Following an analysis of technical feasibility, the educational mini-games in Vitalia were grouped into two core strands: physical exercise and nutrition. The daily low-to-moderate-intensity exercise program includes stretching, core movement, jumping and skipping rope, upper body and head movement, lower limb movement through walking, and upper limb activity with hands. Complementing these are high-intensity workouts, scheduled three times per week, featuring sit-ups, push-ups, planks, jumping jacks, and high-knee running. Nutritional learning is embedded through four playful activities: matching foods with nutrients, constructing the food pyramid, choosing appropriate meals for different times of day, and identifying singular foods in groups of four. In addition, the app provides the significant ability for children and their parents to build a weekly meal plan based on concepts and studies of nutritionists in the DUSE project. Figure 1 (Note: The English interface is shown in the presented figures for demonstration. The app already supports five languages and multilinguality in general.) shows an overview of the design, structure, and interaction flow of Vitalia.
Figure 1. Overview of the Vitalia system structure and user interaction flow.
The app makes use of the device’s front-facing camera, allowing players to mirror themselves while completing exercises. Augmented graphical elements and supporting audio guide the children during the activity, ensuring an engaging and visually supportive experience. Importantly, no recording or storage of personal data occurs; all visual input is used only transiently for gameplay purposes, in accordance with ethical and privacy regulations. Figure 2 shows consecutive screenshots during the progress in the stretching AR mini-game, while testing the app.
Figure 2. Illustrative scenes from the AR mini-game for stretching.
Each mini-game in Vitalia is explicitly designed to align with one or more behavior change mechanisms. For example, the physical AR tasks reinforce the “Opportunity” dimension of the COM-B model by encouraging embodied movement and daily engagement in outdoor or open-space environments. The food classification and daily ritual challenges foster “Capability” by promoting nutritional literacy, memory consolidation of food groups, and the cognitive framing of healthy eating as a routine behavior. The point system, narrative milestones, and surprise rewards sustain “Motivation” through both intrinsic (story-driven purpose, character alignment) and extrinsic (achievements, streaks) reinforcement. This multifaceted mapping of features is guided by the behavior change technique (BCT) taxonomy, which underpins effective interventions through mechanisms such as goal setting, self-monitoring, feedback, reward anticipation, and environmental restructuring. By integrating these principles, Vitalia supports incremental habit-building and the transfer of in-game decisions into real-world health actions, in alignment with evidence-based models of behavioral change.
To enable a meaningful evaluation of user progress and behavioral change over time, Vitalia integrates a lightweight analytics module that captures structured data on player interaction. For each player, the system records metrics such as the timestamp, duration, and performance score for every mini-game session. Since activities can be repeated multiple times across different days, these data form a longitudinal profile of engagement and skill development. By aggregating these interactions, educators and health experts can track consistency, improvement patterns, and potential areas of difficulty. These indicators offer a non-invasive, ethically compliant way to assess both cognitive acquisition (e.g., nutritional literacy) and motor engagement (e.g., exercise frequency and responsiveness). Importantly, all data collection is seamlessly embedded within the overarching narrative, so that children perceive their actions not as tests or measurements but as vital contributions to the restoration of the fictional world of Vitalia.
Last, it should be emphasized that the design of all mini-games and the overall educational concepts behind Vitalia is firmly grounded in research conducted within the framework of the DUSE EU project. The included physical activity routines and nutritional tasks were not arbitrarily selected but were carefully developed in collaboration with experts in childhood nutrition and physical education. Their work in DUSE involved synthesizing current best practices, behavioral guidelines, and age-appropriate recommendations to ensure that every interactive element contributes meaningfully to children’s health literacy and habit formation. This interdisciplinary foundation ensures that the gamified experience is not only engaging but also pedagogically sound and aligned with established developmental and wellness objectives. The app is accessible at https://duse-game.athenarc.gr (accessed on 8 July 2025).
Table 1 maps the core health behaviors targeted by Vitalia to their corresponding game mechanics, behavior change techniques (BCTs) from the Michie et al. taxonomy [20], and engagement strategies. This mapping clarifies the design rationale by linking each in-game activity to an explicit psychological or educational outcome, grounded in models such as COM-B, Self-Determination Theory (SDT), and the Behavior Change Wheel. The inclusion of extrinsic (points, rewards, surprises) and intrinsic (narrative immersion, co-design) motivational elements ensures sustained engagement and educational efficacy across activities.
Table 1. Mapping of targeted behaviors, game mechanics, behavior change techniques (BCTs), and engagement strategies in Vitalia.
To complement this granular mapping, Figure 3 offers a conceptual model of the hypothesized causal pathways underpinning Vitalia’s design. This model synthesizes key constructs from Self-Determination Theory (SDT), the COM-B model, and the Behavior Change Wheel, showing how the game’s narrative, mechanics, and rewards are expected to influence motivational mediators (e.g., autonomy, relatedness, competence) and behavioral outcomes (e.g., adherence, sustained engagement, and internalization of healthy habits). It provides an overview of how Vitalia’s formative elements aim to shape children’s behaviors and conceptual framing around health.
Figure 3. Conceptual model of the Vitalia intervention, illustrating the key behavioral, motivational, and design variables and their inter-relationships.

4. Technology Stack and Software Architecture

The implementation of Vitalia is grounded in a well-balanced technological architecture that prioritizes accessibility, performance, data privacy, and cross-platform compatibility. A core design objective was to ensure that the application could operate seamlessly on a wide range of devices, including entry-level tablets and smartphones, without requiring specialized hardware or software installations. To this end, the development team adopted a Web-based deployment strategy, leveraging widely supported browser technologies to avoid app store dependencies and enable instant user access. The web-based delivery was chosen for broader device compatibility, avoiding platform lock-in, and easing GDPR compliance in school or public deployments.
At the front-end, the application utilizes standard HTML5, CSS3, and JavaScript frameworks, supplemented by custom WebGL components for rendering AR overlays directly within the browser. This choice was driven by the need for cross-device support and minimal installation friction, particularly in educational environments with constrained IT resources. The use of WebGL enables real-time processing of camera input, ensuring smooth interaction between the physical and virtual elements during exercise-based mini-games.
The back-end infrastructure is implemented using Node.js and associated lightweight services, primarily to support user session handling, content updates, and statistical logging of anonymized interaction metrics. Crucially, no personal data are collected or stored. The system adheres strictly to GDPR compliance guidelines, using ephemeral data handling mechanisms that process camera input only in memory for the duration of gameplay. The architecture was designed to be stateless from the user’s perspective, ensuring high scalability and minimal server-side overhead.
AR functionality is achieved using MediaPipe Pose Landmarker, a state-of-the-art, on-device machine learning library developed by Google. It enables real-time human pose estimation by identifying 33 body landmarks through the device’s front-facing camera, without transmitting or storing any visual data. This ensures both immersive interaction and full compliance with privacy regulations. The application overlays animated guidance and interactive targets atop the user’s mirrored image, helping children complete physical exercises with visual and spatial support. Because all pose estimation runs locally, Vitalia remains performant and accessible even on entry-level smartphones and tablets.
Looking ahead, the architecture is modular and extensible, allowing for future enhancements such as more mini-games, more languages, expanded analytics for educational research, or the inclusion of intelligent recommendation engines. These additions, however, will be approached cautiously to preserve the current balance between personalization, data minimization, and ethical responsibility.
Altogether, the technological design of Vitalia reflects a careful integration of modern web technologies with privacy-first engineering. This foundation supports the app’s pedagogical goals while ensuring broad accessibility, rapid deployment, and safe engagement for young users in both home and school environments.

5. Discussion

Building on the pedagogical and system architecture previously described, this discussion reflects on the broader implications, design rationale, and behavioral foundations of Vitalia’s development within the DUSE project framework.
The DUSE initiative emerged in response to the pressing need for early, engaging interventions to counteract unhealthy habits in children, especially those linked to non-communicable diseases such as T2DM. Lasting changes in habits demands the transformation of children’s existing engagement patterns, particularly screen time, into immersive, self-reinforcing experiences that meaningfully incorporate healthy behaviors.
The entire architecture of Vitalia is grounded in behavioral change theory. It draws from the Habit Loop model [39], emphasizing cue–routine–reward cycles to foster repeated engagement, and from Self-Determination Theory (SDT) [5,6], promoting intrinsic motivation through autonomy, competence, and relatedness. These principles are integrated with insights from the COM-B model [20], which frames behavior as a function of capability, opportunity, and motivation, and has been effectively applied in the design of digital health interventions. Furthermore, the app reflects constructs from Social Cognitive Theory [21,22], particularly the role of observational learning and self-efficacy in behavior adoption and maintenance. Tasks in Vitalia are thus designed to be goal-oriented, meaningful, and scalable, allowing each child to advance at their own pace while developing lasting wellness practices.
Within this multi-model foundation, COM-B functions as the overarching system-level model that structures Vitalia’s behavior change logic. SDT and Social Cognitive Theory serve to shape the motivational and educational scaffolding, with an emphasis on autonomy-supportive, self-efficacious learning tasks. The Habit Loop model informs the daily engagement cycles and reinforcement rhythms. At the micro-design level, the Fogg Behavior Model (FBM) contributes to simplifying user actions through the interplay of motivation, ability, and triggers, while the Transtheoretical Model (TTM) inspires the staged progression of difficulty across tasks. This layered theoretical structure ensures both conceptual soundness, theoretical robustness, and operational diversity across game mechanics.
The app also aligns with the Behavior Change Wheel framework [20], ensuring that its gamified mechanisms target key drivers of change through structured prompts, rewards, and self-monitoring. The app adheres to rigorous data protection standards, refraining from collecting or storing any identifiable user data, and is aligned with the ethical and regulatory principles outlined in the DUSE project framework and broader EU guidance. Altogether, Vitalia exemplifies the DUSE project’s core ambition: to enable transformative, ethically grounded, and child-centric interventions for reshaping lifestyle behaviors through intelligent, immersive technology.
These theoretical insights shaped several key design constraints. Firstly, the app had to remain cognitively accessible to early learners while retaining motivational depth across time. Secondly, it had to adapt to diverse socio-familial contexts, accommodating both active parental involvement and primarily independent child use. These constraints informed the app’s modular structure, narrative scaffolding, and hybrid online–offline activity design. For example, real-life nutritional tasks like meal planning or the nutrition quests were prioritized to bridge digital engagement with everyday behaviors, reinforcing continuity of learning.
To sustain engagement, Vitalia leverages adaptive progression mechanics, an in-game mentor figure, and emotional feedback loops. The reward system, challenge-based learning structure, and interactive storytelling form a motivational triad, guiding players towards the adoption of consistent, positive habits. AR plays a pivotal role in this model. Through real-time overlays and visual feedback, AR fosters embodied interaction, enabling children to mirror movement and perform exercises at their own pace. Despite introducing technical and ethical complexities, AR was implemented with GDPR-compliant safeguards, ensuring privacy and intuitive usability.
While AR games like Pokémon GO (Niantic, Inc., Pokémon GO, online at https://pokemongo.com (accessed on 8 July 2025)) have shown motivational benefits for physical activity [40], they are not specifically tailored for the dietary–physical integration or age-specific interaction of Vitalia. Moreover, their use of commercial incentives or non-health narratives contrasts with Vitalia’s ethical, child-centric design.
Preliminary user testing with children aged 10–11 during pilot sessions provided anecdotal evidence of strong engagement with the visual and narrative elements of the app. User feedback informed subsequent updates to character expressions, color palettes, and voice acting pacing. While not yet formally assessed, these elements were iteratively refined in response to child reactions. The app’s real-world adaptability, permitting use even without parental mediation, and its balance of play, narrative, and evidence-based content, make it suitable for diverse family and school settings. Crucially, it avoids the common pitfall of top-down messaging, instead offering child-centered, participatory learning grounded in ethical foresight and developmental science. (See Figure 4).
Figure 4. Photos from the preliminary pilot demonstration and testing with the main target group.
This study did not involve the collection of identifiable human data nor medical interventions. All interactions through the Vitalia app were anonymous and non-invasive, falling under observational usage analytics.
While this paper presents the design and rationale of Vitalia the app is currently being prepared for large-scale longitudinal evaluation of behavioral outcomes, and integration with educational systems, within the goals of the DUSE project, advancing the project’s core ambition to reshape lifestyle behaviors through transformative, immersive, and ethically aligned digital interventions for children.
Vitalia’s conceptual design is informed by a rich body of behavioral and educational theory, but also responds to growing empirical insights about digital interventions in pediatric health. For example, the use of AR in embodied cognition has been shown to enhance memory retention and motor skill acquisition in younger populations [41], while goal-oriented game design aligns with habit formation strategies effective in managing lifestyle-related risk factors for T2DM [42]. By integrating multiple streams, cognitive–behavioral science, digital game theory, and health literacy education, Vitalia offers a comprehensive and scalable platform.
Compared to prior narrative-driven serious games such as “Escape from Diab” and “Nanoswarm”, which target older children through prolonged gameplay sessions and focus primarily on diet and exercise education, Vitalia introduces a novel mobile-first paradigm for habit reshaping in younger age groups. By embedding micro-interactions within an AR-enhanced fantasy narrative and aligning its mechanics with validated behavioral theories (SDT, COM-B, SCT, FBM, TTM), the app offers an engaging yet structured approach tailored to formative stages of childhood. In doing so, it addresses a largely unfilled niche in early-stage diabetes prevention through playful yet evidence-based digital intervention.
While Vitalia was designed with privacy, accessibility, and child safety in mind, certain limitations merit acknowledgment. These include potential screen time concerns, the need for adequate physical space for AR activities, and variability in AR performance on low-end devices. Additionally, user engagement may differ based on context (e.g., home vs. school) and adult involvement. These limitations will inform the design of future evaluation phases.
It is important to clarify that this paper presents the theoretical, pedagogical, and technical underpinnings of Vitalia, rather than a post hoc empirical evaluation. A longitudinal, mixed-methods assessment is underway involving educators, physical activity, and public health experts. This evaluation will collect evidence on children’s cognitive uptake, behavioral consistency, and emotional engagement. Future work will also consider physiological data in ethically approved contexts. Although the first testing pilot took place in Greece, the modular design and multilingual capabilities of Vitalia reflect its intended applicability across diverse socio-cultural and educational contexts, as required by any EU-wide project, like DUSE.
Table 2 summarizes the key gamified interventions referenced in this study. Compared to prior efforts, Vitalia uniquely combines mobile AR, multi-theoretical scaffolding, and daily micro-interventions tailored for children of primary education. Its dual focus on nutrition and physical activity, together with parent–child co-design elements, positions it as a distinctive contribution to early-stage diabetes prevention through playful learning.
Table 2. Comparative overview of referenced serious games and mobile health interventions.

6. Conclusions

The Vitalia mobile app represents a significant step in utilizing modern technological advancements, particularly gamification and augmented reality, to address critical public health challenges like childhood T2DM. By creating an engaging and immersive learning environment, Vitalia empowers children to take an active role in systematically reshaping their own habits towards healthier lifestyles.
While no formal user study with hypothesis testing was conducted at this stage, exploratory pilot sessions were carried out with small groups of children to collect behavioral traces, assess usability, and gather observational insights. These activities served as formative feedback loops during development, not as statistically conclusive evaluations. As this is the case, the primary contribution lies in demonstrating a structured and theoretically justified design of a novel educational health tool.
Future work will focus on longitudinal impact assessment, examining the sustained behavioral outcomes, biases in interaction patterns, and the scalability of the intervention in diverse educational settings. Additional pilot studies are planned across diverse contexts to assess scalability and adaptability. The approach sets the foundation for a new genre of ethical, educational, and impactful gamified health interventions tailored to the developmental needs of children. Furthermore, future comparisons with existing serious games in diabetes prevention can clarify the unique contribution and transferability of Vitalia’s integrated design.

Author Contributions

Conceptualization, V.A., V.S., V.D., M.R. and G.P.; Methodology, V.A., V.S. and G.P.; Software, V.A. and V.S.; Validation, V.A., V.S., V.D., M.R. and G.P.; Formal analysis, G.P.; Investigation, G.P.; Writing—original draft, V.A. and V.S.; Supervision, V.D., M.R. and G.P.; Project administration, V.D., M.R. and G.P.; Funding acquisition, V.D., M.R. and G.P. All authors have read and agreed to the published version of the manuscript.

Funding

This research was funded by EU4Health-2022-PJ-11 grant number 101128641 (DUSE—Counteracting Diabetes USing interdisciplinary Educative programs).

Institutional Review Board Statement

Not applicable.

Data Availability Statement

No new data were created or analyzed in this study. Data sharing is not applicable to this article.

Acknowledgments

During the preparation of this manuscript/study, the author used Gemini for English language phrasing. This work has been supported by the DUSE EU project (EU4Health-2022-PJ-11 grant number 101128641), funded by the European Union. The views and opinions expressed are, however, those of the author(s) only and do not necessarily reflect those of the European Union or HaDEA. Neither the European Union nor the granting authority can be held responsible for them.

Conflicts of Interest

The author declares no conflicts of interest. The funders had no role in the design of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript; or in the decision to publish the results.

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