Sammendrag
To increase the adherence to eHealth and mHealth tools gameful designs are becoming commonplace, and to be successful, these designs need to both be suitable for and meet the needs and expectations of its users. As a group, people living with chronic illnesses has challenges not experienced by the general population. This study presents early findings from an activity in a co-design workshop, done with three different groups of chronic patients, investigating what games the participants like or dislike and what they find engaging and motivating when playing these.
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