2016
DOI: 10.17083/ijsg.v3i4.134
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Personalization in Game Design for Healthcare: a Literature Review on its Definitions and Effects

Abstract: Personalization, the involvement of stakeholders in the design process, is often applied in serious game design for health. It is expected to enhance the alignment of a game to the preferences and capacities of the end-user, thereby increasing the end-user’s motivation to interact with the game, which finally might enhance the aimed-for health effects of the game. However, the nature and effect of personalization have never been systematically studied, making assumptions regarding personalization ungrounded. I… Show more

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Cited by 15 publications
(12 citation statements)
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“…In order to tackle the above-mentioned limitations, specific games must be developed for rehabilitation purposes [ 12 ]. Such kind of games, called serious games (SG) (i.e.…”
Section: Introductionmentioning
confidence: 99%
“…In order to tackle the above-mentioned limitations, specific games must be developed for rehabilitation purposes [ 12 ]. Such kind of games, called serious games (SG) (i.e.…”
Section: Introductionmentioning
confidence: 99%
“…Participants were brought together with a moderator (the first author MvD) for a discussion lasting 1 hour. Before starting the group discussions, the participants provided informed consent and the concept of personalization was explained (ie, changing a designed end product such as a therapy protocol to match the needs and capacities of the end user and enhance effectivity of the product [25]). Table 1.…”
Section: Methodsmentioning
confidence: 99%
“…In order to optimize the motivational effect of a reward in a persuasive game, a game designer can tailor, as in the Personalized Design Process model [81], the reward as much as possible to the preference, type [82], or personality [83] of the end-user. Moreover, it is possible to design a game in which end-users can choose or generate their own rewards, or to let fellow players tailor the rewards for them.…”
Section: Rewards In Persuasive Game Design: Case Studymentioning
confidence: 99%