Cargando…
“The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients
Objective: The aim of this article is to describe the development and testing of a prototype application (“The Heart Game”) using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. Materials and Methods: A prototype game was developed via...
Autores principales: | , , , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Mary Ann Liebert, Inc.
2016
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4754508/ https://www.ncbi.nlm.nih.gov/pubmed/26579590 http://dx.doi.org/10.1089/g4h.2015.0001 |
_version_ | 1782416035547185152 |
---|---|
author | Dithmer, Marcus Rasmussen, Jack Ord Grönvall, Erik Spindler, Helle Hansen, John Nielsen, Gitte Sørensen, Stine Bæk Dinesen, Birthe |
author_facet | Dithmer, Marcus Rasmussen, Jack Ord Grönvall, Erik Spindler, Helle Hansen, John Nielsen, Gitte Sørensen, Stine Bæk Dinesen, Birthe |
author_sort | Dithmer, Marcus |
collection | PubMed |
description | Objective: The aim of this article is to describe the development and testing of a prototype application (“The Heart Game”) using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. Materials and Methods: A prototype game was developed via user-driven innovation and tested on 10 patients 48–89 years of age and their relatives for a period of 2 weeks. The application consisted of a series of daily challenges given to the patients and relatives and was based on several gamification principles. A triangulation of data collection techniques (interviews, participant observations, focus group interviews, and workshop) was used. Interviews with three healthcare professionals and 10 patients were carried out over a period of 2 weeks in order to evaluate the use of the prototype. Results: The heart patients reported the application to be a useful tool as a part of their telerehabilitation process in everyday life. Gamification and gameful design principles such as leaderboards, relationships, and achievements engaged the patients and relatives. The inclusion of a close relative in the game motivated the patients to perform rehabilitation activities. Conclusions: “The Heart Game” concept presents a new way to motivate heart patients by using technology as a social and active approach to telerehabilitation. The findings show the potential of using gamification for heart patients as part of a telerehabilitation program. The evaluation indicated that the inclusion of the patient's spouse in the rehabilitation activities could be an effective strategy. A major challenge in using gamification for heart patients is avoiding a sense of defeat while still adjusting the level of difficulty to the individual patient. |
format | Online Article Text |
id | pubmed-4754508 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | Mary Ann Liebert, Inc. |
record_format | MEDLINE/PubMed |
spelling | pubmed-47545082016-02-23 “The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients Dithmer, Marcus Rasmussen, Jack Ord Grönvall, Erik Spindler, Helle Hansen, John Nielsen, Gitte Sørensen, Stine Bæk Dinesen, Birthe Games Health J Original Articles Objective: The aim of this article is to describe the development and testing of a prototype application (“The Heart Game”) using gamification principles to assist heart patients in their telerehabilitation process in the Teledialog project. Materials and Methods: A prototype game was developed via user-driven innovation and tested on 10 patients 48–89 years of age and their relatives for a period of 2 weeks. The application consisted of a series of daily challenges given to the patients and relatives and was based on several gamification principles. A triangulation of data collection techniques (interviews, participant observations, focus group interviews, and workshop) was used. Interviews with three healthcare professionals and 10 patients were carried out over a period of 2 weeks in order to evaluate the use of the prototype. Results: The heart patients reported the application to be a useful tool as a part of their telerehabilitation process in everyday life. Gamification and gameful design principles such as leaderboards, relationships, and achievements engaged the patients and relatives. The inclusion of a close relative in the game motivated the patients to perform rehabilitation activities. Conclusions: “The Heart Game” concept presents a new way to motivate heart patients by using technology as a social and active approach to telerehabilitation. The findings show the potential of using gamification for heart patients as part of a telerehabilitation program. The evaluation indicated that the inclusion of the patient's spouse in the rehabilitation activities could be an effective strategy. A major challenge in using gamification for heart patients is avoiding a sense of defeat while still adjusting the level of difficulty to the individual patient. Mary Ann Liebert, Inc. 2016-02-01 /pmc/articles/PMC4754508/ /pubmed/26579590 http://dx.doi.org/10.1089/g4h.2015.0001 Text en © Marcus Dithmer, et al., 2016; Published by Mary Ann Liebert, Inc. This Open Access article is distributed under the terms of the Creative Commons License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. |
spellingShingle | Original Articles Dithmer, Marcus Rasmussen, Jack Ord Grönvall, Erik Spindler, Helle Hansen, John Nielsen, Gitte Sørensen, Stine Bæk Dinesen, Birthe “The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients |
title | “The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients |
title_full | “The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients |
title_fullStr | “The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients |
title_full_unstemmed | “The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients |
title_short | “The Heart Game”: Using Gamification as Part of a Telerehabilitation Program for Heart Patients |
title_sort | “the heart game”: using gamification as part of a telerehabilitation program for heart patients |
topic | Original Articles |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4754508/ https://www.ncbi.nlm.nih.gov/pubmed/26579590 http://dx.doi.org/10.1089/g4h.2015.0001 |
work_keys_str_mv | AT dithmermarcus theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients AT rasmussenjackord theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients AT gronvallerik theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients AT spindlerhelle theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients AT hansenjohn theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients AT nielsengitte theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients AT sørensenstinebæk theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients AT dinesenbirthe theheartgameusinggamificationaspartofatelerehabilitationprogramforheartpatients |