A game design of a Serious Game for supporting the compliance of diabetic Adolescents
Diabetes heavily impacts the day-to-day routine of those affected and requires a large degree of self-control and discipline. Since the disease is incurable, patients must learn to self-identify with their situation. In the case of adolescents, the basic problem of diabetes patients is exacerbated by several aspects. They are under high social pressure to conform with the expectations and want to be recognized in the group. They often find themselves in spontaneous situations and expose themselves more than adults to extreme physical experiences. They no longer simply submit to instructions from parents, guardians, or other adults. These factors result in adolescent diabetics being exposed to the danger of taking their medication incorrectly or inadequately, which consequently entails far-reaching risks to their health.
An approach to prevent this problem may be offered by a Serious Game, which is developed specifically for this need. The main objective of the game would be to promote the compliance of the affected person with diabetes treatment. It is meant to raise the awareness of the adolescents regarding the need to accept the disease and to face life with the sense of responsibility that the situation requires.
A conceptual prototype of a Serious Game is to be developed, which will make it possible for adolescent diabetics to identify better with their situation and to take more responsibility for their physical health. The paper presents a humancentred design process in the field of Serious Games.
KeywordsSugar Steam Stake Metaphor Bete
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