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A HEALTH GAMING APPLICATION TO DEVELOP GOOD EATING HABITS

AND GOOD HEALTH IN CHILDREN

Student No. 120783

BBIT

An Information Systems Project Proposal Submitted to the School of Computing &


Engineering Sciences in partial fulfillment of the requirements for the award of a Degree in
Bachelor of Business Information Technology.

Date of Submission:

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Declaration and Approval
I declare that this work has not been previously submitted and approved for the award of a
degree by this or any other University. To the best of my knowledge and belief, the research
proposal contains no material previously published or written by another person except where
due reference is made in the research proposal itself.

Student Signature: Sign: ________________________ Date: ________________________

Approval This work was reviewed and approved (for examination) by:

Supervisor’s Signature: Sign: _____________________ Date: ________________________

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Abstract
Good health involves a lifestyle away from frequent hospital visits and fully functioning body
organs. As such in a world where there has been rapid increase in development of junk foods
and unhealthy eating habits due to the current busy lifestyle there has been vital necessity by
a huge percentage of the world’s population to seek various cost effective, eye capturing and
easy ways to achieve a healthy lifestyle. This desire to achieve a healthy living has created
the need for numerous systems to be created to accommodate the huge population and
equally the different age sets. Different age sets and groups of people require unique healthy
lifestyles to be able to achieve a healthy living. The basic way to achieve a healthy lifestyle
involves a strict observance of people’s daily eating habits. The need to balance different
healthy meals developed a need to develop mobile applications and websites that offer a
guide on what to eat at a certain time of the day where also there are recommendations for
each set of people with their different desires.

The huge acceptance of mobile applications due to the easy availability of phones developed
the project idea of a gaming application that offers a simulation which will tend to persuade
the gamer to realize the achievements in the game into real life. This will in turn lead to a
healthy dietary life that will grant one.

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Acknowledgements
I would like to thank God for enabling me to get this far and enabling me to have the
resources to complete this project. I would also like to thank my supervisor, Mr. Titus
Tunduny and the coordinator, Dr. Henry Muchiri for the guidance that they have given me
from the very beginning to the end of this project. I would like to thank my classmates for
valuable advice on several aspects regarding this project. Last but not least I would like to
thank my family for their unwavering support.

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Table of Contents
Declaration and Approval.......................................................................................................2

Abstract.....................................................................................................................................3

Acknowledgements...................................................................................................................4

Table of Figures........................................................................................................................6

List of abbreviations................................................................................................................7

Chapter 1: Introduction..........................................................................................................8

1.1 Background.......................................................................................................................8

1.2 Problem Statement............................................................................................................9

1.3 Aim...................................................................................................................................9

1.4 Specific Objectives...........................................................................................................9

1.5 Justification.....................................................................................................................10

1.7 Scope..............................................................................................................................10

1.8 Limitation.......................................................................................................................10

2.1 Introduction....................................................................................................................12

2.2 Challenges Faced............................................................................................................12

2.2.1 The current gaming addiction from children......................................................12

2.2.2 Current health applications not covering allergic people..................................12

2.2.3 Developing a diet for specific people....................................................................13

2.2.4 Eye strains..............................................................................................................13

2.2.5 Excessive sitting while gaming..............................................................................13

2.3 Existing systems.............................................................................................................13

2.3.3 The Good Village...................................................................................................13

2.3.4 Let us eat heathy....................................................................................................13

2.3.5 FitMenCook............................................................................................................14

2.4 Gaps in the existing system............................................................................................14

2.5 Conceptual Framework..................................................................................................15

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Chapter 3: System Development Methodology...................................................................16

3.1 Introduction....................................................................................................................16

3.2 Waterfall Methodology..................................................................................................16

3.2.1 Requirements Analysis and Definition................................................................16

3.2.3 Implementation and Unit Testing........................................................................17

3.2.4 Integration and System Testing............................................................................17

3.2.5 Operation and Maintenance.................................................................................17

3.3 System Analysis.............................................................................................................18

3.3.1 Functional Requirements......................................................................................18

3.3.2 Non-Functional Requirements..............................................................................18

3.4 System Design................................................................................................................19

3.5 System Development Tools and Techniques.................................................................19

3.6 System Testing Methods................................................................................................19

3.7 Execution Domain..........................................................................................................19

3.8 Proposed Modules and System Architecture..................................................................20

3.8.1 Administrator Role................................................................................................20

3.8.2 User role..................................................................................................................20

Chapter 4: System Analysis and Design...............................................................................21

4.1 Introduction....................................................................................................................21

4.2 Use Case Diagram..........................................................................................................21

4.2 Sequence Diagram..........................................................................................................23

4.3 Class Diagram................................................................................................................24

4.4 Entity Relationship Diagram..........................................................................................25

4.5 Database Schema Diagram.............................................................................................26

4.6 Wireframes.....................................................................................................................27

Chapter 5: System Implementation and Testing......................................................................29

5.1 Introduction....................................................................................................................29

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5.2 System Implementation..................................................................................................29

5.2.1 Installation Procedure..............................................................................................29

5.2.2 Registration Page...................................................................................................30

5.2.3 Player Navigation....................................................................................................31

5.2.4 Administrator’s Database.....................................................................................32

5.3 System Testing...............................................................................................................33

5.3.1 Test Cases...............................................................................................................33

5.3.2 Test Results.............................................................................................................35

Chapter 6: Conclusions, Recommendations and Future works........................................38

6.1 Introduction....................................................................................................................38

6.2 Conclusion......................................................................................................................38

6.3 Recommendations..........................................................................................................38

6.4 Future Works..................................................................................................................38

Gantt Chart.............................................................................................................................42

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Table of Figures
Figure 2.1 Conceptual Framework...........................................................................................16
Figure 3.1 Waterfall Model......................................................................................................17
Figure 4.1 Use Case Diagram..................................................................................................23
Figure 4.2 Sequence Diagram..................................................................................................24
Figure 4.3 Class Diagram.........................................................................................................25
Figure 4.4 Entity Relationship Diagram..................................................................................26
Figure 4.5 Database Schema....................................................................................................27
Figure 4.6 Wireframe (Start Page)...........................................................................................28
Figure 4.7 Wireframes Scene..................................................................................................29
Figure 5.1 Project.exe..............................................................................................................31
Figure 5.2 Registration Page....................................................................................................32
Figure 5.3 Player Navigation...................................................................................................33
Figure 5.4 Admin's Database...................................................................................................34
Figure 5.5 Test Cases...............................................................................................................36
Figure 5.6 Test Results.............................................................................................................38

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List of abbreviations.
COVID 19-Corona Virus 19

OOAD - Object Oriented Analysis and Design

UML - Unified Modeling Language

USA - United States of America

WHO - World Health Organization

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Chapter 1: Introduction
1.1 Background
In the recent budget allocation for 2022-2023 by the World Health Organization,
(Organization W. H., 2022) there was a notable increase in the funds allocated towards
technology in health. The funds are meant to fund worthy emerging technological ideas that
could bring change in health. This has in turn generated a drive-in technicians to develop
health solving programs, applications or machine learning and artificial intelligence
equipment.

According to a study by the World Health Organization, (Organization W. H., 2021), on the
eating habits of the biggest stakeholders of the future, children, the organization’s findings
highlighted critical action was needed to promote healthy eating habits amongst them.
Parents have disregarded children’s health and instead focused on buying electronic gadgets
with almost 85% of urban children owning or accessing a tablet (Connor, 2020). Children end
up investing much of their valuable time on unnecessary content online instead of taking up
this time to engage in other productive activities such as joining sports. Such a habit has been
predicted to bring down life expectancy and with the current growing obesity amongst
children highlighted as an already present effect. Parents have also been forced to part with
their kids who die at a young age due to poor eating habits while some other parents are in a
financial crisis as they finance medical bills for their children in dire health situations.

According to a latest report, (Clmenet, 2022) the average person spends four to five hours of
their day playing video games. Whereas according to another research and report, a gamer
spent an average of eight hours and twenty-seven minutes on video games (Combs, 2021). As
much as video gaming is advantageous to brain development the above statistics show how
much addictive it is. Gaming requires a sitting posture and when this is done for more than
the recommended daily sitting hours by the National Health Service report (Service, 2019)
stated that one is at risk of facing illnesses such as cancer and diabetes. It is in these massive
hours being spent on gaming that health institutions are seeking to capitalize and come up
with proactive activities that will see a change amongst children and anyone having it hard to
lead a healthy eating habit life.

The major shift and huge reliance on technology has provided a basis on which all forms of
health-related technology has been overwhelmingly picked up by health institutions and the
world. This has in turn resulted to the health sector updating and modifying the already

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existing technology programs to suit the rapidly evolving health needs. As such research has
been

extensively done on how good health can be achieved by trying all means possible to
capitalize on video gaming and the extensive hours one invests in gaming (Bleakely, Charles,
Amrstrong, & McNeill, 2022) to improve their health. It was found that if a gaming platform
could be set up and capture a good percentage of the young kids, there might be a major shift
towards good health.

The health gaming platform would seek to develop an addictive as well as educative
approach, encouraging kids to take up their health seriously.

1.2 Problem Statement


The current health trends have been found to be catastrophic with major emphasis on
continued consumption of junk foods and in complete disregard of good health, (Stephanie
Allen, 2022). With children being the most vulnerable as seen in the recent report from a
website done amongst children in the United States of America, (USA) aged between 2-19
years which showed worrying numbers where almost twenty percent representing a massive
number of nineteen million were obese, this in turn predicted early deaths amongst them,
(Child Obesity Facts, 2022).

Adults have not been left out as they frequently visit hospitals weekly due to health issues
associated with heating habits.

1.3 Aim
The aim was to develop a health gaming application seeking to develop good eating habits
and hence good health. This aim was set to be achievable where the players of the game will
feel persuaded to take up the habits illustrated within the game such as drinking water, taking
vegetables.

1.4 Specific Objectives


i) To evaluate unhealthy eating habits of children and work towards changing this by creating
a health gaming application.

ii) To review the massive time wasting in gaming and bring in a productive health gaming
application.

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iii) To design and develop a health gaming application facilitating better health by developing
a good eating habit to the player.

iv) To test and roll out the proposed system.

1.5 Justification
First the idea of a gaming is one which has been chosen after a recent study by University of
Geneva stated that instead of criticizing gaming addiction, it is a platform that could instead
be used as a learning platform, predicting there could be notable improvement, (Geneva,
2022).

There has been a massive increase in time spent on video gaming (Joseph, 2021) this has
been a result of a number of factors such as ; Corona Virus 19, (COVID 19) which saw a
directive that required one to be indoors prompting one to venture into many activities, some
opted for gaming, increase in availability of electronic gadgets to children, an increase in
developing of more advanced and addictive games. A research (The American Academy of
Child and Adolescent Psychiatry, 2015) stated that kids are becoming increasingly violent
with a number of them owing this to the action in the video games they play. With the
gaming world taking center stage on children, the health gaming application seeks to
persuade them to take up healthy eating habits as well as educating them on the best nutrition

The proposed health gaming application will seek to capitalize on the easily available
electronic gadgets to children where 76% of the world’s children (Center, 2020) have them
hence making it able to reach many.

1.7 Scope
The health gaming application seeked to develop healthy heating habits by developing game
challenges in levels where for instance in level one for one to finish it they would be required
to achieve a certain level of water intake by the controlling character in the game to do so.
Each level has its own requirement, ranging from vegetable intake to desired amount of sugar
intake. There are reward features, this is where if the player completes a task in the game
which in real life has been studied to be an extremely healthy practice. The game has a points
deduction feature if one is playing a liquid level and they proceed to take sugary drinks which
have been placed there as obstacles.

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1.8 Limitation
The application will has had a huge criticism where a child becomes completely addicted to
the game and plays it extensively. They will spend excessive hours on the game and thus
reverting to

initial problem of trying to regulate the time spent on video gaming by children. This has
been resolved by creating a timer within the game where the gamer should not be able to play
the game or use the application after its exhaustion. The game application is also facing a
challenge where if it can be used to suit everyone’s correct eating habits, the ability for
someone to key in their health situation and the game setting to move in a manner that which
it only offers food that which could help them achieve great health. A research on correct
diets for certain people will be done and a diet created that suits each person.

The application has also been critiqued that it could be misleading where if we do have
players with developed allergies and at the time of gaming the game offers the allergic foods.
This can be resolved by using the user policy agreement where it shall be within the policies
that an allergic person is prohibited to play it but if they proceed then it will be at their own
risk.

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Chapter 2: Literature Review

2.1 Introduction
One of the main aims of the World Health Organization is to achieve a future healthy world.
For this to be achieved, it needs intensive prior formulating of strategic planning involving
the children, to achieve this goal. As the world progresses so does new food, inventions are
coming up, all of which are involving massive emphasis on sugary drinks and junk foods, this
creates a much-needed desire for the same technology impacting the food sector to positively
impact the health sector.

2.2 Challenges Faced


The following challenges are currently being faced;

a) The current gaming addiction from children.

b) Current health applications not covering allergic people.

c) Current games having difficulties in developing a diet for specific people

d) Eye strains in cases of extensive gaming.

e) Excessive sitting while gaming.

2.2.1 The current gaming addiction from children.


According to a study (Pediatrics, 2022)current gaming addiction amongst children is
dangerous to their present and future health lifestyles. Children have been exposed to
numerous games and gaming platforms where they end up spending hours playing. As a
result, they have ended up unable to be productive during the days as they engage in gaming.
Some children have expressed their desire to come out of the addiction but in vain, (Internet
Matters, 2022).

2.2.2 Current health applications not covering allergic people.


Allergic people struggle with knowing the right food to take, this arises as a result of them
being unable to know the substitutes to take in cases where a healthy food they are taking is
allergic to them. The current game applications have yet to cover for them, they are then
forced to eat anything not allergic. As such they may end up consuming in excess a
monotonous diet which can lead to an unhealthy effect.

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2.2.3 Developing a diet for specific people
With a large world population, everyone is unique with their diet. This has created a void in
healthy gaming applications developing a specified diet for everyone. The generalization of
diets by the applications has made people opt for other methods to observe a healthy lifestyle.

2.2.4 Eye strains


Gaming involves eye contact with screens. Well with this being the only way one can play,
extensive eye contact with light emissions from screen has been proven to create strains. This
in turn has created an unhealthy eye generation reliant on spectacles.

2.2.5 Excessive sitting while gaming


Gaming requires the gamer to sit while playing. With the current statistics providing an
outlook of how excessive sitting due to gaming has brought ill health to the gamers such
obesity, leg numbness, back pains and headaches.

2.3 Existing systems


The following applications have been in place to try and develop a good eating habit and
health to humans and children;

a) The good village.


b) Let us eat healthy.
c) FitMenCook.

2.3.3 The Good Village


This is a web-based system where it tends to facilitate a healthy living mostly on school
going children. It has been incorporated into the Australia’s teaching curriculum to help in
advance for the same. The system consists of an AIS sports oval where it gives direction on
how one can go on about sporting activities that can realize good health and fitness, games
room where one is assigned a teams and tries to achieve a set of goals, a community garden
where children are encouraged to engage with nature and achieve mental peace better for
good health and a canteen where there is emphasis on the best meals to take and equally
advising those not to take (Village, 2022).

2.3.4 Let us eat heathy


A phone application that provides detailed information on healthy meals necessary for a
healthy living. The application boasts of a nutritional advice from nutritionists. It has been
able to get massive downloads as a result of the nutritional advice coming from professionals.

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The application also provides recipes for indigenous healthy meals that come from across the
world’s different cultures.

2.3.5 FitMenCook
This is a mobile application that has been developed to encourage male children and men to
embrace body building techniques through dietary means rather than use of steroids. The
application provides a healthy food preparing recipe to all males that does lead to their good
health. They then incorporate the diet to their work in the gym and achieve healthy lifestyles
and great body. Each has a recipe that is in accordance with their desired body building
outcome for example one who wants to focus on his legs has access to a recipe that can help
them achieve this fast.

2.4 Gaps in the existing system


The Good Village system’s drawbacks is that it does not create an interactive interesting
ground for its target audience. Children have been known to be easily bored when engaging
in reading of articles compared to ones which they engage with like gaming, (Ronimus, 2014)

Let us eat healthy application has a gap where its set back comes about where the application
only has advice of meals to take disregarding steps aside from eating that can help one
achieve this. In most cases it offers expensive recommendations specifically for a certain
class of people.

The FitMenCook mobile application is disadvantageous as the game focuses on only men
disregarding other users who are in need. The application has also targeted the wrong
audience as the population of men around the world who enjoy cooking is very low
(Wolfsonabf, 2021) hence lowering its chances of having a high impact.

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2.5 Conceptual Framework
The figure below consists of;

a) The Admin - Sought for diet data and uploads to the game application. The admin
also accesses the database.
b) Gamer - Logs in and provide credentials which are uploaded to the database.

Figure 2.1 Conceptual Framework

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Chapter 3: System Development Methodology
3.1 Introduction
System development methodology is a chapter in which focuses on the development plan of
coming up with a system. This chapter will highlight and explain the use of object-oriented
analysis and design to come up with the system with its deliverables. The development of the
system will employ waterfall methodology as it is straight forward and suits the system to be
developed.

3.2 Waterfall Methodology.


This methodology consists of five stages (Adobe Expereience Cloud, 2022). The
methodology requires that each stage is done as required as it does not provide an option for
going back. Each stage will require intensive effort to be able to achieve its goal as the next
stage is embarked on.

Figure 3.1 Waterfall Model


3.2.1 Requirements Analysis and Definition
The first phase of the Waterfall Model involves gathering requirements of specific elements
of the system to be developed. Data inputs and output specifications are to be researched,
understood and then documented for preparation for the next stage.

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3.2.2 System and Software Design

In the design phase of the Waterfall Model, the specifications of the system requirements are
then analyzed with a view of creating a design of the system architecture. Designing the
system helps build system hardware and software requirements which are then to be put into
test through coding in the next phase.

3.2.3 Implementation and Unit Testing


Having gathered the various hardware and software requirements necessary for system
development, the system is then built through coding. The system developer is in charge of
building the system and creating the system with a view of matching the required hardware
and software requirements that were gotten and made for a system design diagram.

Once ready for presentation to the final end user, the programmed system which has been
tested for flaws and has been coded according to the user hardware and software
requirements, is then set for use to the intended market.

3.2.4 Integration and System Testing


As the system that is being tested through Waterfall Methodology is likely to be having many
modules for the various users and functions that it carries out, the system is then taken for
various unit tests where the system – though individual system units - is tested for its
functionalities. Testing of the system ensures there is no flaw or error when the final, finished
product is ready for presentation to the end user.

3.2.5 Operation and Maintenance


Maintenance involves the constant modification of the system to suit ever-changing
requirements that arise with time. Software is not prone to errors and defects. An example
would be a database capturing the player’s credentials and statistics getting filled with entries
and getting filled to capacity. It then stops accepting any more entries. Players then cannot
register until old data from the database is removed or new entries are then created in the
database. There will also be constant updating of dietary levels of the game for the different
users and advancement with time where an advised meal enters the market.

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3.3 System Analysis
Object-oriented analysis and design, (OOAD) is an approach that is intended to facilitate the
development of systems that must change rapidly in response to dynamic business
environments. (W3Computing, 2021).

Object-oriented techniques are thought to work well in situations in which complicated


information systems are undergoing continuous maintenance, adaptation, and redesign.
Object-oriented approaches use the industry standard for modeling object-oriented systems,
called the unified modeling language, to break down a system into a use case model.

This approach analyzes requirements in the perspective of classes and objects found in the
domain. This will therefore require identifying objects, their attributes, and behavior and how
they relate to each other. This approach will allow for encapsulation, inheritance, abstraction
and polymorphism. This will reduce development by code reuse and hide unnecessary
internal implementations of objects. The requirements will be used to model the objects and
will be divided into functional and non-functional requirements.

3.3.1 Functional Requirements


The game will comprise of the following functional requirements;

a) The gaming application will have a moving screen.


b) The gaming application will allow the gamer to pick up healthy items.
c) The gaming application will allow the gamer to pick up unhealthy items.
d) The gaming application will show the time played.
e) The gaming application will increment and show the point earned by the player upon
picking healthy meals.
f) The gaming application will show and deduct points when the player upon picks
unhealthy meals.
g) The gaming application will allow the player to be moved front, back, left and right
h) The gaming application will allow the gamer to enter their bio data.

3.3.2 Non-Functional Requirements


The gaming application will have the following non-functional requirements;

a) The game will be able to play music.


b) The game will alert the user of any failed goals.
c) The game will be able to be fast and reliable.

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d) The game will allow one to resume if they change the screen.

3.4 System Design


The Unified Modeling Language, (UML) diagrams are to be drawn to show the behavior
amongst the users of the system and the functionalities the system will provide to suit the
users end goal are Use Case diagrams (to show the gamer providing data to the system and
the system then capturing it and analyzing it for the next processes), System Diagrams and
Sequence Diagrams.

3.5 System Development Tools and Techniques


The system will be developed using the Unity Game Hub platform. Through the C# code,
there will be implementation of the character’s movements and simulation through the Visual
Code Studio a free open-source integrated development environment, (IDE) made available
by Microsoft.

The database of the system will be developed using SQL, Xamp or Google’s Firebase. This is
where the user and game data shall be stored.

3.6 System Testing Methods


The following system testing methods shall be used;

a) Regression testing

This will be used to ensure that after any code modification the system will resume
functionality and produce better result where updates have been made.

b) Load testing

This will bring about bringing together of a number of users who will use the game
application concurrently to ensure that system can accommodate a heavy workload.

c) Functional testing

This will finally ensure that all basic and required functions are functional as required.

3.7 Execution Domain


The application will initially be run on Personal Computers, (PC). Thereafter the
development team will seek to implement the application on mobile and tablet platforms.

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3.8 Proposed Modules and System Architecture
The following domains shall be used;

3.8.1 Administrator Role


This role will involve the update of game challenges to be able to much the dynamic needs of
the user. The administrator will also be able to update the dietary plans of the game.
Accessing of the user’s biodata by the admin for future use by health agencies.

3.8.2 User role


The user will be required to key in their biodata and credentials. They will also be able to
play the game and encounter different information through.

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Chapter 4: System Analysis and Design
4.1 Introduction
System diagrams are diagrams that illustrate the visual model of a system’s components and
their interactions (Salustri, 2007). Below are the system diagrams that are to illustrate the
visual model of the web-based platform system’s components and their interactions. They
include: a use-case diagram, a sequence diagram, a class diagram, an entity relationship
diagram and a database schema, as previously mentioned.

4.2 Use Case Diagram


A use case diagram is a graphical depiction of a user's possible interactions with a system. A
use case diagram shows various use cases and different types of users the system has. The use
case diagram below shows the activities and capabilities of all 4 actors involved are capable
to do.

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Figure 4.1 Use Case Diagram

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4.2 Sequence Diagram
The below sequence diagrams illustrate the objects involved during the development of the
system and the sequence of messages exchanged between them so as to fulfill the specified
requirements.

Figure 4.2 Sequence Diagram

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4.3 Class Diagram
In software engineering, a class diagram in the Unified Modeling Language is a type of static
structure diagram that describes the structure of a system by showing the system's classes,
their attributes, operations, and the relationships among objects. The class diagram below
depicts the classes of controllers and models of the game application system accessed by its
users.

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Figure 4.3 Class Diagram
4.4 Entity Relationship Diagram
An entity relationship diagram (ERD), also known as an entity relationship model, is a
graphical representation that depicts relationships among people, objects, places, concepts or
events within an information technology (IT) system.

Figure 4.4 Entity Relationship Diagram


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4.5 Database Schema Diagram
A database schema is the skeleton structure that represents the logical view of the entire
database. It defines how the data is organized and how the relations among them are
associated. It formulates all the constraints that are to be applied on the data

Figure 4.5 Database Schema

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4.6 Wireframes.
A wireframe is commonly used to layout content and functionality on a page which takes into
account user needs and user journeys. Wireframes are used early in the development process
to establish the basic structure of a page before visual design and content is added.

Figure 4.6 Wireframe (Start Page)

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Figure 4.7 Wireframes Scene

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Chapter 5: System Implementation and Testing
5.1 Introduction
This chapter provides insight on the development of the system. The chapter will cover the
implementation and testing of the system on a local environment. Subsequently, it will
provide an in-depth view of the modules developed and the fulfilment of the functional and
non-functional requirements.
5.2 System Implementation
The system is built using the methodologies described in the previous chapters. Unity Hub
and then Unity Engine have been utilized to develop the gaming aspect which involved
dragging and dropping of objects onto the Unity gaming scene. It also involved editing of
prefabs and objects to act in the intended manner adding components to it to achieve optimal
performance. C# language via Visual Studio Code involved intensive coding which was
necessary to create varying defined instances in the game. The coding created objects, arrays
and defined what the player in the gaming application in unity would be allowed to do, these
included enabling movement of the player, showcasing the timer, point addition and
deduction on hitting the various obstacles while gaming. After wich the code would be saved
on Visual Code Studio and upon returning to Unity Engine it would detect the code and
implement them on the game.
The system was then built and ran where in this it gave an option on which operating systems
the game could run on and was later proceeded to be made available on the following
Operating Systems; Windows, Android, Linux and Mac. This made it versatile and able to
reach a wider target enabling it to achieve its goal through diverse the platforms. The
different types of design diagrams make it easy to identify how the system will work and also
makes it easy identify the game flow of information throughout the system thus proving very
helpful to the developer. Using the proposed system development methodology, it proved
easy and more applicable to develop the system by prototyping and developing each scene at
a time.
5.2.1 Installation Procedure
The gaming application has been made with an aim of reaching out to as many users as
possible, as such it has been made available in the following operating systems; Windows,
Linux, Android, iOS, Play Station 4 and WebGL. Once the user has downloaded the
application, the Project.exe is run to enable the game to start.

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Figure 5.1 Project.exe
5.2.2 Registration Page
On this page the game captures the data of the player. This data is necessary in keeping track
of the average ages and weight of players and their eventual weight after a certain period of
playing the game.

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Figure 5.2 Registration Page
5.2.3 Player Navigation
Once the player presses the play button, the game starts and they are expected to move the
player in the gaming application. The player in the game can move front, back, left and right.
All this is while the player is in a running movement.

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Figure 5.3 Player Navigation
5.2.4 Administrator’s Database
The administrator will use Firebase Database to access data keyed in by a certain user or
player.

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Figure 5.4 Admin's Database
5.3 System Testing
This section aims to focus a lot on the system and what it does. It will majorly focus on the
system testing and whether the system has succeeded or not. This section also aims to
detecting system failures and the detection of defects that can be discovered before the
system is fully implemented into its intended environment.

5.3.1 Test Cases


The following tests were carried out to find out how the system was working

Test Related Inspection check Pre-Condition Test data Priority


ID Requirement

T1 FQ1 Does the gaming The game Name: Luseno Ian High
application allow application
Age: 10
the gamer to enter needs to be
their bio data? installed in an Weight (Kgs): 23
Operating
System.

T2 FQ2 Does the gaming The playing Change position High

36
application allow scene has to be
the player to be loaded.
moved front,
back, left and
right?

T3 FQ3 Does the gaming The player Disappearing of picked High


application allow needs to be healthy item.
the gamer to pick running
up health items? towards
healthy items.

T4 FQ4 Does the gaming The player Disappearing of picked High


application allow needs to be unhealthy item.
the gamer to pick running
up unhealthy towards
items? unhealthy
items.

T5 FQ5 Does the gaming The scene has Change in scenes. High
application have a to be loaded
moving screen? and the player
in motion.

T6 FQ6 Does the gaming The player Decrease in points High


application show needs to have
and deduct points picked
when the player unhealthy
upon picking items.
unhealthy meals?

T7 FQ7 Does the gaming The player Increase in points High


application needs to have
increment and picked healthy
show the point items.
earned by the
player upon

37
picking healthy
meals?

T8 FQ8 Does the gaming The game has The initial time is at zero. High
application show to be played.
the time played?

T9 FQ9 Does the gaming The scene has Ambient music, sound on High
application able to to be loaded. deduction and points
play music? increment.

T10 FQ10 Does the gaming The player Playing of a sound when an High
application alert picks on the unhealthy item is picked.
the user of any unhealthy
failed goals? items.

T11 FQ11 Is the gaming The game A seamless moving scene. High
application fast needs to be
and reliable? played at the
time.

T12 FQ12 Does the gaming The game Pause and resume game. High
application allow needs to be
one to resume if played at the
they change the time.
screen or paise?

Figure 5.5 Test Cases

5.3.2 Test Results


Test results of how system was recorded after tests were carried out.
Test ID Expected Result Actual Result Status Remark
T1 User bio data is The data is captured in Pass The data is able to be
captured in the Firebase Database captured in the database.
database

38
T2 Points increment Picking of healthy items Pass Points are increased as
on picking healthy increment points with varying the player picks healthy
items. values items.
T3 Game application The game resumes on the Pass The playing scene loads
resumes scene on actual scene if the player after pausing
pause. pauses the game.
T4 Sound playing on There is a unique sound Pass Unique sound plays on
picking healthy played when an unhealthy picking unhealthy items.
item object is picked.
T5 Sound playing on There is a unique sound Pass Unique sound plays on
picking healthy played when a healthy object picking healthy items.
item is picked.
T6 Points decrease on Picking of unhealthy items Pass Points are decreased as
picking unhealthy decrements points with the player picks
items. varying values. unhealthy items.
T7 Alert user when he A sound plays alerting the Pass Alert sound plays
fails a certain player of failing to play as
target. expected
T8 Display total time The game displays time in Pass Time is displayed on top
played in the game. seconds played in the game. left of game scene.
T9 Screen moves The screen keeps on moving Pass Scene game changes.
while playing. and changing as the player
navigates through.
T10 A fast and reliable The game is reliable and gets Pass The game is reliable and
game. faster as the user plays fast.
through
T11 Play ambient music The game plays ambient Pass The game plays ambient
music to keep the player music.
entertained.
T12 Picking of items. As the game is played healthy Pass Items can be picked
and unhealthy items can be through the game.
picked.
Figure 5.6 Test Results

39
40
Chapter 6: Conclusions, Recommendations and Future works
6.1 Introduction
The aim of this chapter is to summarize the discussion on the objectives mentioned in chapter
1 above, and to provide conclusions related to the discussion on each of the objectives.
Furthermore, it seeks to delve into the technical aspects that will ensure the proper working of
the system; the recommendations. Lastly, the chapter purposes to mention what can be done
to enhance what the project aims to achieve in addressing the problem as mentioned in
chapter 1 above.

6.2 Conclusion
The gaming application seeks to curb the menace of unhealthy eating habits in children and
the excessive valuable time wasted on video game. The game will involve kids of a younger
age capitalizing on the ease of influencing the to take up healthy eating habits at a younger
age which if they do keep will eventually develop them into healthy grown-ups.

6.3 Recommendations
The gaming application does take up a considerable amount of space also requiring very
expensive gadgets, it is therefore required that parents to the children equip them with
competent devices that will ensure continued and easy gaming.

6.4 Future Works


The gaming application was designed to curb the menace of unhealthy eating habits and
excessive time wasting on video gaming by children, the application can be advanced and an
additional dietary section added which will provide children with data on nutrition.

It can also be advanced by creating a customized gaming scene based on the players weight
and age where children at a certain age will have a scene with healthy items that corresponds
with them.

41
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Gantt Chart

45

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