Advertisement

Healthcare Game Design: Behavioral Modeling of Serious Gaming Design for Children with Chronic Diseases

  • Hadi Kharrazi
  • Anthony Faiola
  • Joseph Defazio
Part of the Lecture Notes in Computer Science book series (LNCS, volume 5613)

Abstract

This article introduces the design principles of serious games for chronic patients based on behavioral models. First, key features of the targeted chronic condition (Diabetes) are explained. Then, the role of psychological behavioral models in the management of chronic conditions is covered. After a short review of the existing health focused games, two recent health games that are developed based on behavioral models are overviewed in more detail. Furthermore, design principles and usability issues regarding the creation of these health games are discussed. Finally, the authors conclude that designing healthcare games based on behavioral models can increase the usability of the game in order to improve the effectiveness of the game’s desired healthcare outcomes.

Keywords

Serious Gaming Diabetes Hypoglycemia Behavioral Modeling Patient Empowerment Compliance to Treatment Adolescent Diabetic Drivers 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Hannon, T., Rao, G., Arslanian, S.: Childhood Obesity and Type 2 Diabetes Mellitus. Pediatrics 116(2), 473–480 (2005)CrossRefGoogle Scholar
  2. 2.
    Baranowski, T., Archimage, I.: Escape from Diab (Accessed, 2008)Google Scholar
  3. 3.
    Lee, C.: New Video Games Not Just for Fun. Washington Post (October 2006)Google Scholar
  4. 4.
    Hayes, B., Aspray, W.: The Informatics of Diabetes: A Research Agenda for the Socially and Institutionally Sensitive Use of Information Technology to Improve Healthcare. MIT Press, Cambridge (2009) (in press)Google Scholar
  5. 5.
    Lustria, M.: Can interactivity make a difference? Effects of interactivity on the comprehension of and attitudes toward online health content. Journal of the American Society for Information Science and Technology 58(6), 766–776 (2007)CrossRefGoogle Scholar
  6. 6.
    Kharrazi, H., Watters, C., Oore, S.: Improving behavioral stages in children by adaptive applications. Journal on Information Technology in Healthcare 6(1) (2008)Google Scholar
  7. 7.
    Winn, B.: The Heart of Serious Game Design. In: Annual meeting of the International Communication Association, San Francisco, CA (2008), http://www.allacademic.com/meta/p170925_index.html
  8. 8.
    Hochbaum, G.: Health Belief Model: Why People Seek Diagnostic X-rays. Public Health Reports 71, 377–380 (1956)CrossRefGoogle Scholar
  9. 9.
    Hochbaum, G.M., Sorenson, J.R., Lorig, K.: Theory in Health Education Practice. Health Education Quarterly 19(3), 293–313 (1992)Google Scholar
  10. 10.
    Ajzen, I.: The Theory of Planned Behavior. Organizational Behavior and Human Decision Processes 2(50), 179–211 (1991)CrossRefGoogle Scholar
  11. 11.
    Ajzen, I.: From Intentions to Actions: A Theory of Planned Behavior, 11–39 (1985)Google Scholar
  12. 12.
    Funnell, M.M., Anderson, R.M., Arnold, M.S.: Empowerment: a winning model for diabetes care. Practical Diabetol 10, 15–18 (1991)Google Scholar
  13. 13.
    Wolf, M.: The Medium of the Video Game. University of Austin Press, Austin, USA (2001)Google Scholar
  14. 14.
    Blackman, S.: Serious games and less! ACM SIGGRAPH Computer Graphics 39(1), 12–16 (2005)CrossRefGoogle Scholar
  15. 15.
    Thompson, D.J., Baranowski, T., Buday, R., Baranowski, J., Juliano, M., Frazior, M., Wilsdon, J., Jago, R.: In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game. Journal of Diabetes Science and Technology 1(6), 907–917 (2007)CrossRefGoogle Scholar
  16. 16.
    Ye, Z.: Genres as a Tool for Understanding and Analyzing User Experience in Games. In: CHI 2004 Extended Abstracts on Human Factors in Computing Systems, Vienna, Austria, pp. 773–774 (2004)Google Scholar
  17. 17.
    Dyck, J., Pinelle, D., Brown, B., Gutwin, C.: Learning from Games: HCI Design Innovations in Entertainment Software. In: Graphic Interface, Halifax, pp. 159–169 (2003)Google Scholar
  18. 18.
    Aoki, N., Ohta, S., Okada, T., Oishi, M., Fukui, T.: INSULOT: A Cellular Phone-Based Edutainment Learning Tool for Children with Type 1 Diabetes. Diabetes Care 28(3), 760 (2005)CrossRefGoogle Scholar
  19. 19.
    Cox, D.J., Gonder-Frederick, L.A., Kovatchev, B.P., Julian, D.M., Clarke, W.L.: Progressive Hypoglycemia’s Impact on Driving Simulation Performance. Diabetes Care 23, 163–170 (2000)CrossRefGoogle Scholar
  20. 20.
    Cox, D.J., Penberthy, J.K., Zrebiec, J., Weinger, K., Aikens, J.E., Frier, B.: Diabetes and Driving Mishaps: Frequency and Correlations from a Multinational Survey. Diabetes Care 26, 2329–2334 (2003)CrossRefGoogle Scholar
  21. 21.
    Defazio, J.: An Innovative Approach for Developing Multimedia Learning Modules. In: ISECON 2001, Cincinnati, vol. 18, p. 34 (2001)Google Scholar
  22. 22.
    Faiola, A.: Designing Humane Technologies: A Potential Framework for Human-Computer Interaction Design. The International Journal of the Humanities 2(3), 1877–1886 (2006)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  • Hadi Kharrazi
    • 1
  • Anthony Faiola
    • 1
  • Joseph Defazio
    • 1
  1. 1.School of InformaticsIndiana University Purdue University IndianapolisIndianaUSA

Personalised recommendations