E. E. Lithoxoidou, I. Paliokas, Ioannis Gotsos, S. Krinidis, Athanasios Tsakiris, K. Votis, D. Tzovaras
{"title":"A Gamification Engine Architecture for Enhancing Behavioral Change Support Systems","authors":"E. E. Lithoxoidou, I. Paliokas, Ioannis Gotsos, S. Krinidis, Athanasios Tsakiris, K. Votis, D. Tzovaras","doi":"10.1145/3197768.3201561","DOIUrl":null,"url":null,"abstract":"This paper presents a gamified framework designed to offer behavioural change support and treatment adherence services to people living with Dementia (PLWD), their caregivers and medical/social professionals. A flexible and scalable ICT solution architecture was proposed to support highly personalized and gamified services for all groups involved: cognitive skills training and independent living for PLWD, training and support for caregivers and high clinical and social services for professionals. The outcomes of this approach are delivered through a set of gamification concepts running in parallel to create motivation for user commitment and for achieving the desired behavioral change. After projecting all user group expectations on a social game canvas, the impact evaluation will assess the intended effects of the proposed gamification approach on the welfare on PLWD and their caregivers.","PeriodicalId":130190,"journal":{"name":"Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference","volume":"4 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"7","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 11th PErvasive Technologies Related to Assistive Environments Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3197768.3201561","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 7
Abstract
This paper presents a gamified framework designed to offer behavioural change support and treatment adherence services to people living with Dementia (PLWD), their caregivers and medical/social professionals. A flexible and scalable ICT solution architecture was proposed to support highly personalized and gamified services for all groups involved: cognitive skills training and independent living for PLWD, training and support for caregivers and high clinical and social services for professionals. The outcomes of this approach are delivered through a set of gamification concepts running in parallel to create motivation for user commitment and for achieving the desired behavioral change. After projecting all user group expectations on a social game canvas, the impact evaluation will assess the intended effects of the proposed gamification approach on the welfare on PLWD and their caregivers.