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      <title-group>
        <article-title>Change your lifestyle or your game is over</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Harmen Nauta</string-name>
          <email>harmennauta@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ton AM Spil</string-name>
          <email>a.a.m.spil@utwente.nl</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Twente</institution>
          ,
          <country country="NL">The Netherlands</country>
        </aff>
      </contrib-group>
      <fpage>71</fpage>
      <lpage>72</lpage>
      <abstract>
        <p>-Diabetes mellitus is one of the chronic diseases that leads to great concerns worldwide. This study uses a model of lifestyle change to enhance serious gaming in healthcare. Seven healthcare providers were interviewed in a prestudy, Six patients tested the prototype in a focus group and nine patients co-operated in an evaluation. The theoretical contributions show that it is difficult to design a single game that meets all users needs. One solution is to design a modular application were adaptations can be made in order to meet the patient specific needs, in the presence of the play, meaning and reality components, but also in functionality. Different functionality is needed for non-intenders (play), intenders (meaning) and actors (reality). Practical contributions of this study give the health care providers more insight in the daily activities and personal measurements of the patients and it improves the possibilities for self-management for the patients themselves.</p>
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      <title>-</title>
      <p>The behavior methods ´education and skills’,
‘goal setting and action planning’,
‘selfmonitoring´, ‘reinforcements’ and ´observational
learning´, as presented in the model of lifestyle
change and tested by diabetes type 2 patients,
resulted to be important to induce a healthy
lifestyle. Furthermore in the design of a serious
game, the inclusion of these methods as potential
game elements, appeared to be an effective
approach.</p>
      <p>b. What distinction can be made in the
population of diabetes type 2 patients
regarding to the achievement of lifestyle
change and what does this mean for a
serious game?
The division based on the motivation to change
lifestyle, here the non-intenders, intenders and
actors, was valuable in characterization of
different groups in the diabetes type 2 population.
From the findings it can be concluded that the
major group of the diabetes population are
intenders and consequently are the main target
group for a serious game. However, for the
nonintenders and actors serious gaming also has
enough potential to support in the change or
improvement of lifestyle.</p>
      <p>c. What is serious gaming in health care
and which game components should
be included in order to design a
serious game?
Serious gaming in healthcare needs to add a fun
factor in the education or performance of health
related task and is divided in health
professionaland patient specific games. In the category of
patient-specific games, a serious game to educate
and coach a healthy lifestyle can include
properties of the following type of games:
education games, exergames and control games.
In order to design a serious game, the inclusion of
the game components play, meaning and reality is
important. However, in the actual design of a
game, there are always tensions to what extent
each of the components should be implemented.
This is especially dependent on the target group,
and what the actual meaning is of the game and
from the game elements containing it.</p>
      <p>Main Question - How can a serious game
be designed for type 2 diabetes patients
that both educates a healthy lifestyle and
personally coaches during daily life?
Based on this study it can be concluded that in the
design of a serious game to enhance lifestyle, the
use of the model of lifestyle change was very
valuable.</p>
      <p>Regarding to the actual design of a serious game
to educate and coach a healthy lifestyle, it can be
concluded that the most important game elements
are ´education and skills’, ‘goal setting and action
planning’, ‘self-monitoring´, ‘reinforcements’ and
´observational learning. The extent to which the
game components play, meaning and reality
should be applied in the different game elements,
will however differ per group of patients, defined
in non-intenders, intenders and actors. While the
inclusion of the play component in all game
elements can be very valuable to the
nonintenders to improve intrinsic motivation to
change, for the intenders and actors especially in
education it results to have an added value. In the
other game elements the play component could
generate an extra motivation, but this is
individually dependent. In general this would
mean it is difficult to design a single game that
meets all users’ needs. However, a solution is to
design a modular application were adoptions can
be made in order to meet the patient specific
needs, in the presence of the game components,
but also in functionality. A serious game as
contemplated in this study can be an added value
in the current provision of care, as it is one
application that provides all tools in the support
of reaching a healthy life style. It gives the health
care providers more insight in the daily activities
and personal measurements of the patients and it
improves the possibilities for self-management.
This results in more directed coaching and
advises, also in between the quarterly controls.
The intensity of use will differ for each group of
patients. A patient can use it intensively in the
first period after diagnosis, but when a healthy
lifestyle is reached it will be used more like a
reference. For the patients who are often
monitoring their personal measurements, the
application could be used even on daily basis.
In summary, the use of serious gaming to educate
and coach a healthy lifestyle in daily life is a
promising approach in the optimization of the
diabetes care, which will be increasingly
important in the coming years. The details of the
application should however still be further
investigated.</p>
      <p>Keywords: Serious gaming; lifestyle change;
diabetes type 2; E-health.</p>
      <p>ACKNOWLEDGMENT
We thank Health @ Home BV for their support.</p>
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