In this paper, we examine the technological development that has been rapidly evolving in the later years. Our focus is primarily on the health sector where we have seen large technological changes especially within the field of “eHealth”. The meaning of the term eHealth is still debated by scientist and researchers, but our interpretation of the term is, the involvement of technology in tools used in the health sector. Through research on this topic we found that games has become a part of these eHealth tools, and they have delivered promising results by motivating people, whom suffers from certain types of diseases, to exercise more or possibly change their behavior in order to cure themselves of depression. We examined how these games motivate their target audience and which aspects you have to be wary of when trying to motivate people who suffer from diseases or mental disorders. In order to understand how the games accomplish such a motivation, we examined what types of motivation that theoretically can have an impact on human beings. Through this we learned that several types of motivation can influence people and some motives can be stand by themselves while others interact amongst each other. This has to be taken into consideration when designing an application with motivational purposes. We then developed an application designed for mobile platforms such as smartphones or tablets. We did not have a specific target audience in mind, other than people with lifestyle diseases such as obesity and/or diabetes type 2. The application is therefore created to demonstrate how a potential design of a motivational application can be done based on theories gathered in this report.
|Uddannelser||Basis - Humanistisk-Teknologisk Bacheloruddannelse, (Bachelor uddannelse) Basis|
|Udgivelsesdato||22 jan. 2016|
- Type 2
- Serious Games
- Games for health