a mobile activity game for elderly people to promote a physically active lifestyle, anywhere and...
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A mobile activity game for elderly people to promote a physically active
lifestyle, anywhere and anytimeGames for Health conference
Utrecht, 31 October 2016
Senior researcher
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http://www.grijswaard.nl/ouderen-bewegen-niet-zo-veel-als-ze-zelf-zeggen/
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MOVE!
BE ACTIVE!
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Requires behaviour change
?Straightspeak.com
limburgselussen.nl/fiets-routes/
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Apps
Technologies/applications very suitable, but….
• Not designed for elderly
• Mostly limited to providing text messages
• Effective on short term
• Compliance and motivation diminish over time
• No fun technologies
• Engagement needed!!
Adh
ere
nce
Time
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MAGGY: a mobile activity game for older adults
• Preferred gamified motivation & feedback strategy for older adults?
• Added value in terms of motivation and engagement?
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What do we know?
Lessons learned
• Clinically relevant coaching
• Intensive feedback in daily life
• Support by professional
• Large differences: adapt coaching on personality/preferences/symptoms
• Make it fun!
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What about gamification?
State of the art and literature reviews
• Not targeted at elderly
• Limited knowledge on theory & preferences
• Goal-setting
• Metaphors
*Tabak et al., Games for Health J, 2015; de Vette et al., JMIR Serious Games, 2016
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What about the elderly user?
Motivation
• Traditional, puzzle games
• Personality no influence
Feedback
Timing: whenever needed, fit in daily life & habits
Content: Provide insight, in relation to goal, generic
Style: friendly, short, weak arguments
de Vette et al., JMIR Serious Games, 2016
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Starting point: ActivityCoach
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Monitoring:Activity sensor
Coaching:Real-time feedback Feedback messages
Blue: Measuredactivity
Green:
Goal activity
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www.maggygame.nl
Goal setting
When: daily life “coffee (with friends) and play” Support: by physical therapist
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14www.maggygame.nl
friendly, short, generic, without
strong arguments, updated twice a day
Buddy & guestaccount
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15www.maggygame.nl
Get help from youractivity coach
Competition yourself
Unlock themesVariable challenge
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Evaluation
• Use of game in daily life by elderly people (n=20)
• Game design, added value (use, motivation), physicalactivity, game play
• Fitbit, experienced sampling, questionnaires, interview
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Preliminary results
1. Gamified motivation strategy seems to fit elderly• Game elements recognised and appreciated
2. Use is either very good or very bad• Activity shows no relapse • Who can be motivated?
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Wrap up
Changing care towards prevention, lifestyle, longterm care & selfmanagement
Which asks for motivating coaching technology for thelonger term
Motivating elderly: not that straightforward• Not traditional. Let them play! • Social motivation not that important
Providing feedback: • Targeted at the user and with clinical relevance• Fitting in daily life & habits• Generic, goal-setting, friendly, short, weak arguments
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Way forward
Is gaming the next step towards long-term engagement?
PERSSILAA/Langgezond
VIREP
AIRplay
Tikkertje 2.0 (HMI group, UT)
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Thank you
Monique Tabak
For news and publications see
www.maggygame.nl
Thanks to the MAGGY team:
Hylke van Dijk, Frederiek de Vette, Marit Dekker, Miriam Vollenbroek, Michelle Geerdink, Hans Bloo, Peter Renkens, Monique Tabak
The MAGGY project was funded by: