PERGAMON: A serious gaming and digital coaching platform supporting patients and healthcare professionals

Randy Klaassen, Hendrikus J.A. op den Akker, Pierpaolo Di Bitonto, Gert-Jan Burger, Kim Bul, Pam Kato

Abstract

This paper describes the design of a platform for serious gaming and digital coaching supporting healthcare and self-management of chronic patients. An instantiation of the platform outlined here supports self-management of adolescents with Type I diabetes that is integrated with their usual paediatric diabetes care. The platform integrates a sensor network (i.e., physical activity and blood glucose monitor), a gamification component and a virtual coach that functions as a coach as well as a game guide which provides hints and tailored feedback based on the patient’s sensor data, behavioural goals in the game world or in the real world. The application is available for registered patients on a website and as an Android app. The platform was developed over two years in a Horizon 2020 Industrial Leadership project. We discuss the planned user evaluation studies with adolescents diabetic Type I patients, the challenges faced in integrating pervasive serious gaming and digital coaching technology and implications for regular continuous care of patients with chronic conditions with this platform
Original languageUndefined
Title of host publicationInt'l Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2016; Book of industry papers and abstracts
EditorsJ. E. Q. Varajão, M.M. Cruz-Cunha, R. Martinho, R. Rijo, N. Bjørn-Andersen, R. Turner, D. Alves
Place of PublicationPortugal
PublisherScika
Pages261-269
Number of pages6
ISBN (Print)978-989-97433-7-3
StatePublished - 5 Oct 2016

Publication series

Name
PublisherSciKA
Volume100

Fingerprint

Self Care
Type 1 Diabetes Mellitus
Blood Glucose
Motor Activity
Pediatrics
Technology
Delivery of Health Care

Keywords

  • EWI-27294
  • METIS-320883
  • IR-102919

Cite this

Klaassen, R., op den Akker, H. J. A., Di Bitonto, P., Burger, G-J., Bul, K., & Kato, P. (2016). PERGAMON: A serious gaming and digital coaching platform supporting patients and healthcare professionals. In J. E. Q. Varajão, M. M. Cruz-Cunha, R. Martinho, R. Rijo, N. Bjørn-Andersen, R. Turner, & D. Alves (Eds.), Int'l Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2016; Book of industry papers and abstracts (pp. 261-269). Portugal: Scika.

Klaassen, Randy; op den Akker, Hendrikus J.A.; Di Bitonto, Pierpaolo; Burger, Gert-Jan; Bul, Kim; Kato, Pam / PERGAMON: A serious gaming and digital coaching platform supporting patients and healthcare professionals.

Int'l Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2016; Book of industry papers and abstracts. ed. / J. E. Q. Varajão; M.M. Cruz-Cunha; R. Martinho; R. Rijo; N. Bjørn-Andersen; R. Turner; D. Alves. Portugal : Scika, 2016. p. 261-269.

Research output: Scientific - peer-reviewConference contribution

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abstract = "This paper describes the design of a platform for serious gaming and digital coaching supporting healthcare and self-management of chronic patients. An instantiation of the platform outlined here supports self-management of adolescents with Type I diabetes that is integrated with their usual paediatric diabetes care. The platform integrates a sensor network (i.e., physical activity and blood glucose monitor), a gamification component and a virtual coach that functions as a coach as well as a game guide which provides hints and tailored feedback based on the patient’s sensor data, behavioural goals in the game world or in the real world. The application is available for registered patients on a website and as an Android app. The platform was developed over two years in a Horizon 2020 Industrial Leadership project. We discuss the planned user evaluation studies with adolescents diabetic Type I patients, the challenges faced in integrating pervasive serious gaming and digital coaching technology and implications for regular continuous care of patients with chronic conditions with this platform",
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Klaassen, R, op den Akker, HJA, Di Bitonto, P, Burger, G-J, Bul, K & Kato, P 2016, PERGAMON: A serious gaming and digital coaching platform supporting patients and healthcare professionals. in JEQ Varajão, MM Cruz-Cunha, R Martinho, R Rijo, N Bjørn-Andersen, R Turner & D Alves (eds), Int'l Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2016; Book of industry papers and abstracts. Scika, Portugal, pp. 261-269.

PERGAMON: A serious gaming and digital coaching platform supporting patients and healthcare professionals. / Klaassen, Randy; op den Akker, Hendrikus J.A.; Di Bitonto, Pierpaolo; Burger, Gert-Jan; Bul, Kim; Kato, Pam.

Int'l Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2016; Book of industry papers and abstracts. ed. / J. E. Q. Varajão; M.M. Cruz-Cunha; R. Martinho; R. Rijo; N. Bjørn-Andersen; R. Turner; D. Alves. Portugal : Scika, 2016. p. 261-269.

Research output: Scientific - peer-reviewConference contribution

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AB - This paper describes the design of a platform for serious gaming and digital coaching supporting healthcare and self-management of chronic patients. An instantiation of the platform outlined here supports self-management of adolescents with Type I diabetes that is integrated with their usual paediatric diabetes care. The platform integrates a sensor network (i.e., physical activity and blood glucose monitor), a gamification component and a virtual coach that functions as a coach as well as a game guide which provides hints and tailored feedback based on the patient’s sensor data, behavioural goals in the game world or in the real world. The application is available for registered patients on a website and as an Android app. The platform was developed over two years in a Horizon 2020 Industrial Leadership project. We discuss the planned user evaluation studies with adolescents diabetic Type I patients, the challenges faced in integrating pervasive serious gaming and digital coaching technology and implications for regular continuous care of patients with chronic conditions with this platform

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Klaassen R, op den Akker HJA, Di Bitonto P, Burger G-J, Bul K, Kato P. PERGAMON: A serious gaming and digital coaching platform supporting patients and healthcare professionals. In Varajão JEQ, Cruz-Cunha MM, Martinho R, Rijo R, Bjørn-Andersen N, Turner R, Alves D, editors, Int'l Conference on ENTERprise Information Systems/International Conference on Project MANagement/International Conference on Health and Social Care Information Systems and Technologies, CENTERIS/ProjMAN/HCist 2016; Book of industry papers and abstracts. Portugal: Scika. 2016. p. 261-269.