| Literature DB >> 29385750 |
Randy Klaassen1, Kim C M Bul2, Rieks Op den Akker3, Gert Jan van der Burg4, Pamela M Kato5, Pierpaolo Di Bitonto6.
Abstract
Self monitoring, personal goal-setting and coaching, education and social support are strategies to help patients with chronic conditions in their daily care. Various tools have been developed, e.g., mobile digital coaching systems connected with wearable sensors, serious games and patient web portals to personal health records, that aim to support patients with chronic conditions and their caregivers in realizing the ideal of self-management. We describe a platform that integrates these tools to support young patients in diabetes self-management through educational game playing, monitoring and motivational feedback. We describe the design of the platform referring to principles from healthcare, persuasive system design and serious game design. The virtual coach is a game guide that can also provide personalized feedback about the user's daily care related activities which have value for making progress in the game world. User evaluations with patients under pediatric supervision revealed that the use of mobile technology in combination with web-based elements is feasible but some assumptions made about how users would connect to the platform were not satisfied in reality, resulting in less than optimal user experiences. We discuss challenges with suggestions for further development of integrated pervasive coaching and gamification platforms in medical practice.Entities:
Keywords: diabetes education; digital coaching; self-management; serious gaming; user evaluations
Mesh:
Year: 2018 PMID: 29385750 PMCID: PMC5855521 DOI: 10.3390/s18020402
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1The PERGAMON architecture.
Figure 2The data flow of the Sensor Network.
Figure 3The architecture of the Sensor Network.
Figure 4Gamification platform, Goals.
Figure 5Gamification platform, Tasks.
Figure 6Main characteristics of the Tako Game (see Table 1 for explanation).
Main characteristics and game elements of the Tako Game for diabetic children (see Figure 6).
| 1 | Theme: in the world of the Takos, an evil monk has stolen the sacred tentacle from the Temple. T-Shan is called in by the Great Red Tako to retrieve it. In order to accomplish his mission, T-Shan must overcome a series of challenges, helped by the player (the patient), who can guide T-Shan and obtain precious suggestions and points in the Real World. |
| 2 | In order to gain points to help T-Shan in the world of the Takos, the player had to accomplish the empowerment goals in his/her game dashboard. The empowerment goals were related to the following activities: Monitoring blood glucose levels (diary entries, use of a sensor device such as glucometer) Acquiring skills and knowledge (learn carbohydrate counting, how to balance a healthy meal, etc.) Social activities (set up a personal profile, use the wall) |
| 3 | Each therapeutic goal is made up of several tasks that are rewarded with points when completed. Some can be carried out online (e.g., take an “educational candy”, i.e., view a learning resource, watch a video, read a document; or “fill in the diary”); others may be carried out by the user in their daily activities and tracked thanks to wearable sensor devices (glucometer and pedometer) that automatically detect and synchronise data about blood glucose level and physical activity, so that the PERGAMON system knows that a task has been carried out. |
| 4 | Points are of three types and each type is linked to a specific type of action: Experience: gained through the game to contribute to the player’s ranking in the general leaderboard Knowledge: used in the world of Tako to unlock some locations Evolution: used to make the Tako avatar grow and acquire graphical assets |
| 5 | Points are used to get suggestions (and thus solve a riddle or overcome an obstacle), or get an object that can be used later on to do something in the game in the world of the Takos. |
| 6 | The virtual coach, situated in the real world, can affect the game world of the Takos by providing suggestions on some tasks particularly helpful for the users that can help them gain points advising players to complete a goal related to the levels in the game. |
Overview of the mini games in the Tiki Tako Game. In the left colom the name of the game and a screen capture, on the right side the learning objective related to this mini game.
| Mini Game | Learning Objective | |
|---|---|---|
| Ramen Master | The objective is to teach and test the knowledge of the player about the types of food to eat according to the blood glucose levels. | |
| Tako Maze | The objective of the game is to teach and test the knowledge of the player about the carbohydrates amount present in different food items. | |
| Tako Doctor | To reinforce the best practice around the stages necessary in administering an insulin injection. Players will solve a simple drawing puzzle alongside each key step of the injection process, with the theory that the repetition of playing the game will begin to ingrain the steps in memory. | |
| Tako Chef | Tako Chef aims to increase awareness of how certain foods and diabetic items affect blood glucose levels. The player must learn to quickly identify an item that is suitable (among unsuitable items) for a given blood glucose level. | |
| Tako Runner | Tako Runner aims to help the player understand how exercise and diet affect blood glucose levels, and that exercise should stop when those levels are too low or high. | |
| Tako Swimmer | Tako Swimmer aims to help the player understand how exercise and diet affect blood glucose levels, and that exercise should stop when those levels are too low or high. | |
| Tako Explorer | Tako Explorer aims to familiarize the player with key terminology used when talking about diabetes. |
Figure 7The coaching engine of the Virtual Coach of the PERGAMON platform depicting the knowledge and data source components used by the Virtual Coach.
Figure 8An example of coaching rule.
Figure 9Example of a coaching message on the PERGAMON website. The message is in Dutch (English: “Too bad! This week you did not do all your glucose measurements. You measured 10 times, 3 times your level was too high and 4 times your level was too low. Please, discuss this with your diabetes nurse or with your parents.”).
Socio-demographic characteristics and smartphone use in both study groups (N = 21).
| Total ( | Pre-pilot ( | Pilot ( | |
|---|---|---|---|
| Male | 10 (48%) | 2 (29%) | 8 (57%) |
| Female | 11 (52%) | 5 (71%) | 6 (43%) |
| Age (years), mean | 13.90 | 14 | 13.86 |
| Smartphone use in general? | |||
| Social media | 3 (14.29%) | 1 (14.29%) | 2 (14.29%) |
| Search information | 2 (9.52%) | 2 (28.57%) | 0 (0%) |
| Call/Text/Whatsapp | 8 (38.09%) | 3 (42.85%) | 5 (35.7%) |
| Listen to music | 5 (23.81%) | 0 (0%) | 5 (35.7%) |
| Other | 3 (14.29%) | 1 (14.29%) | 2 (14.29%) |
| Smartphone use for health? | |||
| Monitoring physical activity | 2 (9.52%) | 1 (14.29%) | 1 (7.14%) |
| Monitoring nutrition | 1 (4.76%) | 1 (14.29%) | 0 (0%) |
| Monitoring blood glucose | 1 (4.76%) | 0 (0%) | 1 (7.14%) |
| No monitoring | 17 (80.95%) | 5 (71.42%) | 12 (85.72%) |
| Favourite computer genre? | |||
| Puzzle | 2 (9.52%) | 1 (14.29%) | 1 (7.14%) |
| Action | 8 (38.09%) | 4 (57.14%) | 4 (28.57%) |
| Racing | 1 (4.76%) | 0 (0%) | 1 (7.14%) |
| Multi-player | 4 (19.04%) | 0 (0%) | 4 (28.57%) |
| Other | 6 (28.57%) | 2 (28.57%) | 4 (28.57%) |
Pre-pilot and pilot study usability (SUS) questionnaire scores (in %).
| Disagree (1–2) | Neutral (3) | Agree (4–5) | ||||
|---|---|---|---|---|---|---|
| Pre | Pilot | Pre | Pilot | Pre | Pilot | |
| 1: I think that I would like to use this system frequently | 50.0 | 57.1 | 33.3 | 21.4 | 16.7 | 21.4 |
| 3: I thought the system was easy to use | 66.7 | 28.6 | 33.3 | 21.4 | 0 | 50.0 |
| 5: I found the various functions in this system were well integrated, | 33.3 | 50.0 | 33.3 | 35.7 | 33.3 | 14.3 |
| 7: I would imagine that most people would learn to use this system very quickly | 50.0 | 57.1 | 16.7 | 14.3 | 33.3 | 28.6 |
| 9: I felt very confident using the system | 33.3 | 42.9 | 50.0 | 35.7 | 16.7 | 21.4 |
| 2: I found the system unnecessarily complex | 16.7 | 35.7 | 0 | 28.6 | 83.3 | 35.7 |
| 4: I think that I would need assistance to be able to use this system | 50.0 | 57.1 | 16.7 | 28.6 | 33.3 | 14.3 |
| 6: I thought there was too much inconsistency in this system | 33.3 | 50.0 | 33.3 | 28.6 | 33.3 | 21.4 |
| 8: I found this system very cumbersome/awkward to use | 33.3 | 42.9 | 33.3 | 35.7 | 33.3 | 21.4 |
| 10: I needed to learn a lot of things before I could get going with this system | 33.3 | 50.0 | 0 | 28.6 | 66.7 | 21.4 |