On the Development of Serious Games in the Health Sector - A Case Study of a Serious Game Tool to Improve Life Management Skills in the Young
Tanja Korhonen, Raija Halonen
2017
Abstract
The current research focuses on serious games (SG) in the healthcare sector. The objective was to identify the key phases in the design and development of SG and to study how serious game design takes into account affective computing. The case study describes the development of Game of My Life (GoML), a visual novel aiming to support the life management skills of adolescents. The game was developed in two phases using iterative agile methods in cooperation with different stakeholders. The evaluation indicates that GoML can be used as an effective discussion tool for professionals and patients in nursing and youth work. The results support our existing knowledge of SG development and reveal that SG design takes into account affective computing by nature: game design deliberately influences emotions in order to engage the players.
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Paper Citation
in Harvard Style
Korhonen T. and Halonen R. (2017). On the Development of Serious Games in the Health Sector - A Case Study of a Serious Game Tool to Improve Life Management Skills in the Young . In Proceedings of the 19th International Conference on Enterprise Information Systems - Volume 3: ICEIS, ISBN 978-989-758-249-3, pages 135-142. DOI: 10.5220/0006331001350142
in Bibtex Style
@conference{iceis17,
author={Tanja Korhonen and Raija Halonen},
title={On the Development of Serious Games in the Health Sector - A Case Study of a Serious Game Tool to Improve Life Management Skills in the Young},
booktitle={Proceedings of the 19th International Conference on Enterprise Information Systems - Volume 3: ICEIS,},
year={2017},
pages={135-142},
publisher={SciTePress},
organization={INSTICC},
doi={10.5220/0006331001350142},
isbn={978-989-758-249-3},
}
in EndNote Style
TY - CONF
JO - Proceedings of the 19th International Conference on Enterprise Information Systems - Volume 3: ICEIS,
TI - On the Development of Serious Games in the Health Sector - A Case Study of a Serious Game Tool to Improve Life Management Skills in the Young
SN - 978-989-758-249-3
AU - Korhonen T.
AU - Halonen R.
PY - 2017
SP - 135
EP - 142
DO - 10.5220/0006331001350142