To tackle this issue we needed to help people achieve long-lasting, desired behavioural change. We turned to knowledge evolving from the serious gaming industry. The game elements of fantasy, challenge and action-consequences are known to be powerful tools for motivation.
What questions were answered?
Teams from 5 universities, creative partners, service providers and application builders have worked together to answer the question: How can game elements affect user motivation for behavioural change?
What have the teams achieved?
Case-validated generic knowledge that can be applied to PSS applications aimed at changing human behaviour.
Timeframe and communication:
G-MOTIV has started in 2011 and finished in 2015. The project has generated innovative scientific knowledge in the forms of peer-reviewed journal articles, PhD theses and industry-conferences. Throughout the project, we have communicate information and results via this website.
Who was involved?
Scientific partners: Delft University of Technology, University of Amsterdam, Vrije Universiteit, Erasmus University and the Technical University Eindhoven;
Creative partners: Design Academy Eindhoven, Monobanda, IJsfontein, RANJ, Novay
Service Providers: Berenschot, Humanitas, Parnassia
Application builders: Novay.
Dr. Valentijn Visch, Delft University of Technology
Prof. dr. Paul Hekkert, Delft University of Technology
What Remains?The growing number of people affected by late-stage Dementia demands new solutions and requires innovative approaches. What Remains? is a design research project that aims to stimulate positive behavioural changes in elderly patients affected by this degenerative disease, and helps family and staff to humanise care home services.
What Remains? is part of the CRISP G-motiv project. It requires to think and work more broadly and strategically in response to large-scale societal challenges. When these ‘grand challenges’ have very personal implications in people’s lives, empathy, respect and humility are crucial capabilities for designers. The dignity of the people with whom they work is the foundation for a strategic impact on a broader level. Here, an empathetic co-design approach can generate important value.
The prototype is exhibited at:
- A poster during the Games for Health conference 2013.
- At the Innovation Estafette (section Smart Cities) at the RAI 2013
- the Positive Design Day exhibition (2013, TUD).
- Dutch Design Week 2013
- during travelling exhibition Design United (2013/2014)
- Was part of Cure & Care, Quality of life exhibition in Taiwan (2014).
- Brussels Design, A to Z exhibition (2014).