Designing Serious Game for Behavioral Change in Healthcare
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Transcript of Designing Serious Game for Behavioral Change in Healthcare
DESIGNING SERIOUS GAMES FOR BEHAVIORAL CHANGE IN HEALTHCARE
Milan, 21 January st
Antonio Grillo @antonio_grillo
HEALTHCARE IS A PRIVILEGED OBSERVATORY FOR INNOVATION
Diagnostic Augmentation
Regeneration Treatment
3D Printed Personalised Drugs
EMT Biogerontology
HEALTHCARE INNOVATION BUSINESS
Digital Health Funding Tops $4.1B
$4.1B, nearly the total of all three prior years combined. 258 companies that had their coffers filled by investors.
source: Rock Health Founding Database. Rock Health has been tracking digital health funding since 2011
HEALTHCARE AND GAMES It is a Paradigm that aims to bridge the gap among…
Technology Education
Health Benefit
Needs
Motivation
“Serious game or Applied game is a game designed for a primary
purpose other than pure entertainment.”
— Wikipedia
A behavioral change solution based on a Serious Game to turn bad
habits of chronic disease patients into good ones
OUR CHALLENGE
Inclusive game Design
Rewards based on the real benefit
Supporting each other
Intrinsic Motivation
ASK vs. NEEDSCLIENT
Farmville-like game mechanics Rewards based on game coins
Competition among the user
Extrinsic Motivation Human-like Avatar Companion as Mentor
play the game CHANGE YOUR BEHAVIOR
Encourages Creativity The Mentor may increase intrinsic motivation by allowing “students” to have greater autonomy, making the workplace fun, or encouraging creativity.
MOTIVATIONAL FRAMEWORK
Extrinsic Motivation
Intrinsic Motivation
desire to do something because of external rewards
desire to do something because it is enjoyable
or
MOTIVATIONAL FRAMEWORK
Intrinsic MotivationNo “Shops” but “a place where the user can learn by facing the progresses
MOTIVATIONAL FRAMEWORK No competition based on
Extrinsic Reward but -at least- based on the Intrinsic Reward
Intrinsic Motivation
MOTIVATIONAL FRAMEWORK Inclusive Game Journey
Adopting RAMPRELATEDNESS the desire to be connected to others
User type: Socialiser Social Status, Social Connection, Belonging
MOTIVATIONAL FRAMEWORK Inclusive Game Journey
Adopting RAMPAUTONOMY freedom
User type: Free Spirit Creativity, Choice, Freedom, Agency
MOTIVATIONAL FRAMEWORK Inclusive Game Journey
Adopting RAMPMASTERY the process of becoming skilled at something
User type: Achiever Learning, Personal Development, Skill Up
MOTIVATIONAL FRAMEWORK Inclusive Game Journey
Adopting RAMPPURPOSE our need for there to be meaning to our actions (i.e.: Wikipedia contributor)
User type: Philanthropist Altruism, Meaning, A Reason Why
ENJOYMENT RULES
1 Comfort Challenging but Completable Tasks 2 Clear Goals 3 Immediate Feedback 4 Deep, Effortless Involvement 5 Sense of Control over Actions
OPTIMAL EXPERIENCE
SKILLS
CH
ALLE
NG
ES
Boredom
Anxiet
y
source: "Flow: The Psychology of Optimal Experience” -p74, Csikszentmihayli
A1
A3
A2
A4
FLOW CHANNEL
GAME MECHANICS LEARNING BY CHALLENGING
Failure Cycle Collect user behavioral data in a non intrusive way including failed attempts and incorrect behavior
GAME MECHANICS EVOLUTION Once the user has reached a certain loyalty within the system, the final level consists of becoming part of the system itself.At this stage, the user is called to become a system contributor and to support users.
+ Goals Achieved + Community inter. + …
Wisdom
Explorer
Mentor
GAME MECHANICS REWARDS
Intrinsic Motivation Context The user is asked to “cultivate” his/her Benefits by following the “Mentor” indication, otherwise the earned benefits will degenerate.
GAME MECHANICS COMMUNITY
Temporary Community The user is allowed to create temporary a community to achieve a certain goal / challenge. Within the temporary community context the users can support one each other.
GAME MECHANICS COMMUNITY
Competitions Among Mentors The user becomes Mentor for the rest of the community. The game mechanics will be enriched by including a competitive scenario about the Reputations among the “Mentors”.
“Connected Objects are Natural Born Storytellers
— Leandro Agrò
Magnify stories might be created with the right combination of automatic contribution coming from objects’ sensors with ‘low resistance’ /
commons habits from humans.”
WHAT / WHEN / HOW /… THE USER WANTSCollect user behavioral data in an non intrusive way by Listening what the user does within and outside the system.AI