A Gamification Engine Architecture for Enhancing Behavioral Change Support Systems

E. E. Lithoxoidou, I. Paliokas, Ioannis Gotsos, S. Krinidis, Athanasios Tsakiris, K. Votis, D. Tzovaras
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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.
增强行为改变支持系统的游戏化引擎架构
本文提出了一个游戏化框架,旨在为痴呆症患者(PLWD)、他们的护理人员和医疗/社会专业人员提供行为改变支持和治疗依从性服务。提出了一个灵活和可扩展的ICT解决方案架构,为所有相关群体提供高度个性化和游戏化的服务:为PLWD提供认知技能培训和独立生活,为护理人员提供培训和支持,为专业人员提供高水平的临床和社会服务。这种方法的结果是通过一系列并行运行的游戏化概念来实现的,从而为用户承诺和实现预期的行为改变创造动机。在将所有用户群体的期望投射到社交游戏中后,影响评估将评估拟议的游戏化方法对PLWD及其照顾者福利的预期影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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