2009
DOI: 10.1007/978-3-642-02583-9_37
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Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases

Abstract: Abstract. This article introduces the design principles of serious games for chronic patients based on behavioral models. First, key features of the targeted chronic condition (Diabetes) are explained. Then, the role of psychological behavioral models in the management of chronic conditions is covered. After a short review of the existing health focused games, two recent health games that are developed based on behavioral models are overviewed in more detail. Furthermore, design principles and usability issues… Show more

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Cited by 37 publications
(29 citation statements)
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“…It follows to say that persuasive games can be made optimally effective if they are also informed by these theories [28,36]. According to Kharazzi et al [26], using behavioral models to inform game-based interventions for health can increase the usability and the effectiveness of the games at achieving the desired outcomes. Several health behavior theories have been used to inform persuasive intervention designs, such as the Theory of Planned Behavior [1], the Transtheoretical Model [31], and the Health Belief Model [33].…”
Section: Behavior Change Theoriesmentioning
confidence: 99%
See 1 more Smart Citation
“…It follows to say that persuasive games can be made optimally effective if they are also informed by these theories [28,36]. According to Kharazzi et al [26], using behavioral models to inform game-based interventions for health can increase the usability and the effectiveness of the games at achieving the desired outcomes. Several health behavior theories have been used to inform persuasive intervention designs, such as the Theory of Planned Behavior [1], the Transtheoretical Model [31], and the Health Belief Model [33].…”
Section: Behavior Change Theoriesmentioning
confidence: 99%
“…HBM focuses mainly on health motivators; therefore, it is most suitable for addressing problem behaviors that have health consequences (e.g., unhealthy eating and physical inactivity). HBM has been adapted and successfully applied in the design of many persuasive games for health [26,30].…”
Section: Behavior Change Theoriesmentioning
confidence: 99%
“…(61) Existing games take a variety of approaches, for example, awarding points based on real-life competence or testing and developing patients' knowledge and self-management skills. (62,61) Serious games may also be intended to increase the user's knowledge of their disease and subsequently their motivation to engage with self-management, to provide a distraction from pain and anxiety, or to encourage patients to continue their treatments over longer treatment regimens. (63,61) A mobile phone-based serious game, ''MoviPill,'' allows patients to compete socially against other patients using the game, the aim of which is to achieve the highest level of adherence and thereby ''win.''…”
Section: Pritchard and Nichollsmentioning
confidence: 98%
“…Games such as ''Escape from Diab'' and ''Nanoswarm,'' designed to educate the user and promote healthy lifestyle choices, may be used in the primary prevention of type 2 diabetes. (62) The interest in, development, and application of serious games are a relatively recent development in the field of healthcare. While the uses of serious games to educate and promote self-management are laudable goals, the ethical issues associated with the use of serious games to encourage the patient to consume medicines have yet to be explored.…”
Section: Pritchard and Nichollsmentioning
confidence: 99%
“…Kharrazi, Faiola and Defazio J. [9] used the "Health Belief Model" to design a game aimed at adolescents with type 1 diabetes. They point out that one also has to consider empowerment, compliance and behavioral change when planning game elements.…”
Section: Persuasive Designmentioning
confidence: 99%