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Overview of PERGAMON: the TAKO DOJO game Roberta Memeo Project Manager
19

PERGAMON EU - Final Event in London

Apr 12, 2017

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Page 1: PERGAMON EU - Final Event in London

Overview of PERGAMON:

the TAKO DOJO game

Roberta MemeoProject Manager

Page 2: PERGAMON EU - Final Event in London

The problem: chronic diseases

2

Source: https://euobserver.com/chronic-diseases/125636

Page 3: PERGAMON EU - Final Event in London

The problem: diabetes

3

Page 4: PERGAMON EU - Final Event in London

The problem: patient adherence

4

On average, 50% of medications for chronic diseases are not taken as prescribed.In Europe, medication non-adherence costs governments an estimated €125 billion and

contributes to the premature deaths of nearly 200,000 Europeans a year.

Source: EFPIA

The problem: patient adherence

Page 5: PERGAMON EU - Final Event in London

The problem

• Motivate young people with diabetes to take self-care seriously and make appropriate self-care decisions independently

Change of behaviour

Treatment adherence

Page 6: PERGAMON EU - Final Event in London

Solution: Gamification & Serious Games

6

Fun & Utilities

Empowerment

Adherence

Page 7: PERGAMON EU - Final Event in London
Page 8: PERGAMON EU - Final Event in London

VIRTUAL COACH

Product: TAKO DOJOGame-based platform for the empowerment of children with diabetes

8

Serious games to engage and motivate…

… and a virtual coach offering personalized assistance

…connected to a network of sensor

devices…

SENSOR NETWORK

GAMEGAMIFICATION

10

Page 9: PERGAMON EU - Final Event in London

The game: The Mystery of Tiki Tako

9

Objective of the adventure game: to retrieve a sacred object stolen from the temple of

Takos (small squids in Japanese).

To progress in the game players must:

• Use their knowledge of basics of blood glucose management

• Adopt behaviour in real life compliant with those principles.

Page 10: PERGAMON EU - Final Event in London

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Activities in real life are monitored by a glucometer and a pedometer connected to the gamification platform.

Goals achieved are rewarded by points, that can be spent to progress in the game

Game + gamification

Page 11: PERGAMON EU - Final Event in London
Page 12: PERGAMON EU - Final Event in London

“The coach is just like my mother”

comment by a child participating in the usability study

Page 13: PERGAMON EU - Final Event in London

Virtual Coach

Randy Klaassen

Rieks op den Akker

Page 14: PERGAMON EU - Final Event in London

PERGAMON Virtual Coach

• Analyze the data from the sensor network and the games

• Compare to personal goals by defined coaching rules

• Present feedback to the user

Page 15: PERGAMON EU - Final Event in London

PERGAMON Virtual Coach• Data sources

• glucose measurements• physical activity• self report about insulin intake• game platform

• Goals• daily goals• long term goals (e.g. after the first 4 weeks)

• Feedback• reminders• weekly reports• game suggestions (Game Guide)

Page 16: PERGAMON EU - Final Event in London

Virtual Coaching

• Guidelines for feedback in virtual coaching:– unobtrusive

– positive reinforcement

– rewarding

– reminders

– suggestions

– praise

– …Sunny Consolvo, David W. McDonald, and James A. Landay. Theory-driven design strategies for technologies that support behavior change in everyday life. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI ’09, pages 405–414, New York, NY, USA, 2009. ACM.

Page 17: PERGAMON EU - Final Event in London
Page 18: PERGAMON EU - Final Event in London

“Your daily goal is 4 measurements. According to my information yester-day you measured your glucose level0 times. Good luck today. ”

– unobtrusive

– positive reinforcement

– reminders

Example daily goal

Page 19: PERGAMON EU - Final Event in London

Example Game Guide

“Reach the Tiki Tako temple’. Go to the Templeof Tiki Tako. End a game session of the TakoRunner minigame with at least 1500 points”

– suggestions

– reminders