Print Email Facebook Twitter Personalized persuasive game design for youth addiction care Title Personalized persuasive game design for youth addiction care Author Van Dooren, M.M.M. Visch, V.T. Goossens, R.H.M. Spijkerman, R. Hendriks, V.M. Faculty Industrial Design Engineering Department Industrial Design Date 2015-10-04 Abstract Applying persuasive games in mental healthcare contexts, especially using game-elements to support and redesign therapy, is a relatively new concept. In the youth addiction care context, patients often have comorbidities, causing a lot of differences between them. Besides this, therapists apply the therapy protocol in a specific personal way, depending on the patients’ needs and what they think is appropriate to help the patient. In order to align the design to both the patient and therapist and thus to ensure effective implementation, personalization needs to be part of the gamification approach. The aim of this paper is to inform about the status of our “personalized design process” model and discuss questions on tailoring that arose during this process. Based on our experience so far, we believe that both co-design and tailoring can be applied to help enhance the users’ motivation to keep interaction the gamified therapeutic intervention. Subject personalizationcustomizationtailoringdesignserious gameshealthcare To reference this document use: http://resolver.tudelft.nl/uuid:24a86bcd-a656-4549-a430-da46192234a6 Source CHIPLAY 2015: Personalization in Serious and Persuasive Games and Gamified Interactions Workshop, London, UK, October 4, 2015 Part of collection Institutional Repository Document type conference paper Rights (c) The Author(s) Files PDF 321137.pdf 146.92 KB Close viewer /islandora/object/uuid:24a86bcd-a656-4549-a430-da46192234a6/datastream/OBJ/view