Gamification in Social Networking: A Platform for People Living with Dementia and their Caregivers

I. Paliokas, A. Tzallas, N. Katertsidis, K. Votis, D. Tzovaras
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引用次数: 7

Abstract

In this paper, a gamified social platform designed for people living with Dementia (PLWD) and their caregivers is presented. This platform constitutes a support tool that strengthens self-care and builds community capacity and engagement at the point of care. Its architecture related to gamification aspects was designed to be flexible and scalable to support personalized services such as user monitoring, social networking, cognitive skills training and improvement of the adherence to treatment guidelines for PLWD and their caregivers. Advanced visual analytics and reporting tools are available for medical professionals and social workers to support the decision-making processes. The outcomes of this approach are delivered through a set of gamification concepts running in parallel to create motivation for achieving the desired behavioural 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 surroundings.
社交网络中的游戏化:痴呆症患者及其护理人员的平台
本文提出了一种针对痴呆症患者及其照护者设计的游戏化社交平台。该平台是一种支持工具,可加强自我保健,并在护理点建立社区能力和参与。其与游戏化相关的架构设计灵活且可扩展,以支持个性化服务,如用户监控、社交网络、认知技能培训以及改善PLWD及其护理人员对治疗指南的依从性。先进的可视化分析和报告工具可供医疗专业人员和社会工作者使用,以支持决策过程。这种方法的结果是通过一组并行运行的游戏化概念来传递的,以创造实现预期行为改变的动机。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及其周围环境的福利的预期影响。
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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