This project will assess the impact of an exergaming application for the promotion of physical and mental health in Mauritius. Using a multidisciplinary approach, this project will consist of: a) tailoring the cross-platform application, which is based on the in-house developed, 'BehaviourCoach' framework, for encouraging holistic health in Mauritius, b) evaluating the application using a large representative sample of the population in Mauritius, c) exploring various psychological and social factors that promote healthy behaviours through the use of digital tools. Additionally, the project will explore the potential for the use of emerging and advanced technologies such as Augmented Reality (AR) and Virtual Reality (VR) technologies in health interventions by designing and developing prototypes with the objective of feedback gathering from participants. The ultimate goal is to advance the field of health promotion in Mauritius through the development of more engaging, effective, and sustainable digital behaviour change interventions.
The project involved two primary studies: one focused on the BehaviourCoach mobile application and the other exploring the use of Virtual Reality (VR) in exercise. The outcomes of these studies have provided valuable insights into the potential of technology-driven approaches in health promotion. The results from the pilot trials and ongoing evaluations show that the application has effectively engaged participants who reported positive evaluation and usability of the application. The evaluation of BehaviourCoach was related to self-efficacy for mental and physical health, suggesting that digital tools can have an impact in the promotion of health. This demonstrates the effectiveness of gamification—using game elements to motivate and sustain behavioural change. The second study, which examined VR exergaming, provided further insights into how immersive technologies can enhance traditional exercise experiences. By comparing VR-based exercises with conventional methods, the study found that VR can make physical activity more enjoyable and motivating. This is particularly relevant as more people turn to digital solutions for fitness. The findings suggest that VR exergaming could serve as a viable alternative or complement to traditional exercise, offering an innovative way to sustain physical activity.
Future work should focus on different mechanisms to better integrate AR and VR in exergames. A limitation of the current project that could be addressed in the future would be to conduct interventions over longer durations to gain better insights into the sustainability of behaviour changes among participants.