games for health - evert hoogendoorn - lessons learned from making (therapy) adherence games
DESCRIPTION
Speaker at Games for Health Europe Conference 2014TRANSCRIPT
Lessons learned from making (therapy) adherence games
GFHEU 2014
Evert Hoogendoorn, Strategist/Game designer @ IJsfontein
Introduction
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Applied games
• Adherence games:
• make you stick to a therapy, diet, new years resolution etcetera.
• are designed to support an external structure for behavioural change
• are for regular (daily) use
• have a long timespan
• are integrated with daily life (distraction)
Adherence games
• Learnings from the development of 3 cases:
• Changamoto: to support CBT for Youngsters with cannabis addiction
• Together with TU-Delft and Brijder
• CRISP G-Motiv
• Balance-it: to support lifestyle changes for youngsters
• Together with TNO
• X-park: a game to support therapy for patients with Parkinson's disease.
• Together with st. Radboud MC en Monpellier Ventures
Cases
• Learnings:
• Define, and learn to trust the expertise of the partners involved.
• Share responsibilities, don’t share tasks
• Balance social interaction (ingame vs therapy)
• Have communication plan ready during and after implementation
• Define your player - and serious goals to allow targeted data tracking (see poster Katinka van der Kooij)
Learnings in process
Learnings in design
All projects have paradoxical stakes concerning the ‘serious’ and ‘fun’ targets.
All projects have paradoxical stakes concerning ‘user experience’ and ‘validation research’
Hypothesis
Hypothesis
Hypothesis
Future ambition
Corporate Game >Employee
Exp.+
Future ambition
Game >Student
Exp.+EducationTherapy PatientExp.
• Visit poster Katinka van der Kooij
More info