TY - JOUR
T1 - Personalization in Game Design for Healthcare
T2 - A Literature Review on its Definitions and Effects
AU - van Dooren, Marierose
AU - Visch, Valentijn
AU - Spijkerman, Renske
AU - Goossens, Richard
AU - Hendriks, Vincent M.
PY - 2016
Y1 - 2016
N2 - Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interact with the game, which finally might enhance the aimed-for health effects of the game. However, the nature and effect of personalization have never been systematically studied, making assumptions regarding personalization ungrounded. In this literature review, we firstly provide a proposal of our Personalized Design Process-model, where personalization is defined as stakeholder involvement in the Problem Definition-, Product Design- and/or Tailoring Phase. Secondly, we conducted a systematic literature review on this model, focusing on health and its effects. In this review, 62 of the 2579 found studies were included. Analysis showed that a minority of the studies were of methodologically higher quality and some of these tested the health effect by contrasting tailored versus non-tailored games. Most studies involved stakeholders in the Tailoring Design Phase. Therefore, we conclude that involving stakeholders in the Tailoring Phase is valuable. However, to know if personalization is effective in the Product Design- and the Problem Definition Phase, more studies are needed
AB - Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interact with the game, which finally might enhance the aimed-for health effects of the game. However, the nature and effect of personalization have never been systematically studied, making assumptions regarding personalization ungrounded. In this literature review, we firstly provide a proposal of our Personalized Design Process-model, where personalization is defined as stakeholder involvement in the Problem Definition-, Product Design- and/or Tailoring Phase. Secondly, we conducted a systematic literature review on this model, focusing on health and its effects. In this review, 62 of the 2579 found studies were included. Analysis showed that a minority of the studies were of methodologically higher quality and some of these tested the health effect by contrasting tailored versus non-tailored games. Most studies involved stakeholders in the Tailoring Design Phase. Therefore, we conclude that involving stakeholders in the Tailoring Phase is valuable. However, to know if personalization is effective in the Product Design- and the Problem Definition Phase, more studies are needed
KW - personalization
KW - co-design
KW - co-creation
KW - tailoring
KW - serious games
KW - health
UR - http://resolver.tudelft.nl/uuid:ab6cd1ba-9a56-44f1-ae40-a2bb3ffa863d
U2 - 10.17083/ijsg.v3i4.134
DO - 10.17083/ijsg.v3i4.134
M3 - Article
SN - 2384-8766
VL - 3
SP - 3
EP - 28
JO - International Journal of Serious Games
JF - International Journal of Serious Games
IS - 4
ER -