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

R. O. D. Akker, R. Klaassen, K. Bul, P. Kato, G. V. D. Burg, P. Bitonto
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引用次数: 10

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.
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让他们玩:为年轻的糖尿病患者提供游戏化和指导系统的野外体验
在本文中,我们描述了一个整合游戏和1型糖尿病青少年患者指导的平台,以及该平台的用户评估结果。该平台的目的是通过教育游戏、监测和激励反馈来支持糖尿病患者的自我管理,并支持患者的护理人员。我们将参考医疗保健、说服系统设计和游戏设计的原则来描述该平台的设计。虚拟教练是一个游戏向导,它还可以提供关于用户日常护理相关活动的个性化反馈,这对于在游戏世界中取得进展有价值。我们报告了在野外的用户评估,其中揭示了一些关于用户如何连接到平台的假设在现实中并不令人满意,导致不太理想的用户体验。我们讨论了挑战,并提出了进一步发展综合普及教练和游戏化平台的建议。
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