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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/
MOVE!
BE ACTIVE!
Requires behaviour change
?Straightspeak.com
limburgselussen.nl/fiets-routes/
5
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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
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
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
Starting point: ActivityCoach
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Monitoring:Activity sensor
Coaching:Real-time feedback Feedback messages
Blue: Measuredactivity
Green:
Goal activity
www.maggygame.nl
Goal setting
When: daily life “coffee (with friends) and play” Support: by physical therapist
14www.maggygame.nl
friendly, short, generic, without
strong arguments, updated twice a day
Buddy & guestaccount
15www.maggygame.nl
Get help from youractivity coach
Competition yourself
Unlock themesVariable challenge
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
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?
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)
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: