PERGAMON EU - Final Event in London

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Overview of PERGAMON:

the TAKO DOJO game

Roberta MemeoProject Manager

The problem: chronic diseases

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Source: https://euobserver.com/chronic-diseases/125636

The problem: diabetes

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The problem: patient adherence

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On average, 50% of medications for chronic diseases are not taken as prescribed.In Europe, medication non-adherence costs governments an estimated €125 billion and

contributes to the premature deaths of nearly 200,000 Europeans a year.

Source: EFPIA

The problem: patient adherence

The problem

• Motivate young people with diabetes to take self-care seriously and make appropriate self-care decisions independently

Change of behaviour

Treatment adherence

Solution: Gamification & Serious Games

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Fun & Utilities

Empowerment

Adherence

VIRTUAL COACH

Product: TAKO DOJOGame-based platform for the empowerment of children with diabetes

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Serious games to engage and motivate…

… and a virtual coach offering personalized assistance

…connected to a network of sensor

devices…

SENSOR NETWORK

GAMEGAMIFICATION

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The game: The Mystery of Tiki Tako

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Objective of the adventure game: to retrieve a sacred object stolen from the temple of

Takos (small squids in Japanese).

To progress in the game players must:

• Use their knowledge of basics of blood glucose management

• Adopt behaviour in real life compliant with those principles.

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Activities in real life are monitored by a glucometer and a pedometer connected to the gamification platform.

Goals achieved are rewarded by points, that can be spent to progress in the game

Game + gamification

“The coach is just like my mother”

comment by a child participating in the usability study

Virtual Coach

Randy Klaassen

Rieks op den Akker

PERGAMON Virtual Coach

• Analyze the data from the sensor network and the games

• Compare to personal goals by defined coaching rules

• Present feedback to the user

PERGAMON Virtual Coach• Data sources

• glucose measurements• physical activity• self report about insulin intake• game platform

• Goals• daily goals• long term goals (e.g. after the first 4 weeks)

• Feedback• reminders• weekly reports• game suggestions (Game Guide)

Virtual Coaching

• Guidelines for feedback in virtual coaching:– unobtrusive

– positive reinforcement

– rewarding

– reminders

– suggestions

– praise

– …Sunny Consolvo, David W. McDonald, and James A. Landay. Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI ’09, pages 405–414, New York, NY, USA, 2009. ACM.

“Your daily goal is 4 measurements. According to my information yester-day you measured your glucose level0 times. Good luck today. ”

– unobtrusive

– positive reinforcement

– reminders

Example daily goal

Example Game Guide

“Reach the Tiki Tako temple’. Go to the Templeof Tiki Tako. End a game session of the TakoRunner minigame with at least 1500 points”

– suggestions

– reminders