Let them play: Experiences in the wild with a gamification and coaching system for young diabetes patients

Rieks op den Akker, Randy Klaassen, Kim Bul, Pam Kato, Gert-Jan van der Burg, Pierpaulo di Bitonto

    Research output: Contribution to conferencePaperpeer-review

    Abstract

    In this paper we describe a platform that integrates gaming and
    coaching for adolescent patients with type 1 diabetes and results
    from user evaluations of the platform. The purpose of the
    platform is to support patients in diabetes self-management
    through educational game playing, monitoring and motivational
    feedback, and to support patients’ care givers. We
    describe the design of the platform referring to principles from
    health care, persuasive system design and game design. The
    virtual coach is a game guide that can also provide personalized
    feedback about the user’s daily care related activities
    which have value for making progress in the game world. We
    report about user evaluations in the wild which revealed that
    some assumptions made about how users are connected to the
    platform were not satisfied in reality, resulting in less optimal
    user experiences. We discuss challenges with suggestions
    for further development of integrated pervasive coaching and
    gamification platforms.
    Original languageEnglish
    Pages1-10
    Number of pages11
    Publication statusPublished - 23 May 2016
    Event11th EAI International Conference on Pervasive Computing Technologies for Healthcare - Barcelona, Spain
    Duration: 23 May 201726 May 2017
    Conference number: 11
    http://archive.pervasivehealth.org/2017/show/accepted-papers

    Conference

    Conference11th EAI International Conference on Pervasive Computing Technologies for Healthcare
    Country/TerritorySpain
    CityBarcelona
    Period23/05/1726/05/17
    Internet address

    Keywords

    • gamification
    • digital coaching
    • diabetes education
    • user evaluations
    • self-management

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