Abstract
Although the potential benefits of applying game design techniques for healthcare purposes has been recognized in the past, there has not yet been much research on how such applied games could be created and used in practice. This paper presents the learnings and challenges for designing such a game from a research through design perspective. Central in this paper is the process employed to design the ReadySetGoals, a gamified mobile application aimed at supporting therapeutic goal setting within a substance addiction treatment context. The design process involved four key stages. 1) The 'transfer effect' was identified and then 2) The 'Real World' context examined. 3) Different gamification concepts were evaluated and a 'core gamification loop' was designed. 4)The ReadySetGoals was then prototyped, user tested and iteratively refined. During the design process, three key learnings emerged and are discussed: 1) Aligning stakeholder expectations though framing 2)Integrating real world therapeutic aspects in a game world experience and 3) The value of personalization.
Original language | English |
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Title of host publication | 2018 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Proceedings |
Subtitle of host publication | Proceedings |
Place of Publication | Piscataway, NJ |
Publisher | IEEE |
Pages | 1-8 |
Number of pages | 8 |
ISBN (Electronic) | 978-153867123-8 |
ISBN (Print) | 978-1-5386-7124-5 |
DOIs | |
Publication status | Published - 2018 |
Event | 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 - Wurzburg, Germany Duration: 5 Sep 2018 → 7 Sep 2018 |
Conference
Conference | 10th International Conference on Virtual Worlds and Games for Serious Applications, VS-Games 2018 |
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Country/Territory | Germany |
City | Wurzburg |
Period | 5/09/18 → 7/09/18 |
Keywords
- Gamification
- Mental Healthcare
- Persuasive Game Design
- User-Centered Design