Obesity is a state in which excessive body fat accumulates in the body, which may have a negative influence on health. Obesity includes many types of diseases such as type 2 diabetes, hypertension, dyslipidemia (diseases caused by increased blood cholesterol and fat), health disorders, coronary heart disease, osteoarthritis, cancer, and many others Increase the possibility of serious illness [1]. ]. Obesity is a local and important health problem for adults and children all over the world. According to the WHO report of 2008, the risk of death the fifth in the world is overweight and obesity.
Several critical games for health monitoring can be seen in the literature. The family's automatic remote management (HAT) system helps patients with congestive heart failure (CHF) teach patients about disease characteristics while monitoring their symptoms, weight changes, and quality of life. The system runs on the Nintendo Wii console and requires an internet connection to run. A similar medical diagnostic gaming system has been introduced to collect patient status information in a patient relaxed state in a causal noninvasive manner. Another u - health monitoring system using Nintendo DS is as follows. This system displays biological signals on the personal computer and LCD monitor of Nintendo DS using the biological signal measuring device.
Serious games are evolving rapidly as game industry and academic research. Although there are many investigations in the field of digital magic games, most investigations cover specific fields such as education and health. So far, research on serious digital game research, which is the main purpose of this article, is rarely done in general. Therefore, I will explain related work related to serious games in various application fields such as education, welfare, advertisement, cultural heritage, interpersonal relationship, health care etc We also propose a classification method for digital serious games. It is also recommended that you classify serious game applications reviewed from the literature according to predefined taxonomies. Finally, this article provides a guide on the design and development of successful serious games extracted from the literature, and explains the research prospects in this field.
With the development of full-fledged games, people need taxonomies to make great efforts in this area. In this article, after providing the taxonomy method, we will consider serious game applications related to various fields such as education, happiness, advertisement, cultural heritage, interpersonal relationship and healthcare. We also used some of the serious game apps reviewed in the literature to propose classification.