1. |
- Graspemo, Gabriella, 1967-, et al.
(författare)
-
Design of interactive health drama built on social realism.
- 2004
-
Ingår i: MedInfo. - : IOS Publishing. - 1586034448 ; , s. 879-883
-
Konferensbidrag (refereegranskat)abstract
- There are many psychosocial aspects of chronic diseases, such as diabetes. Educational multimedia can support patients with chronic diseases and their families by communicating narratives based on social realism. The production of such socio-realistic interactive health dramas requires systematic methods, especially for the identification of significant stories. The aim of this study is to explore the use of self-documentary video in the design of an Interactive Health Drama environment to support diabetic adolescents and their families. In particular, the potential of the self-documentary video for story development in combination with qualitative interviews were explored. The proposed approach, when further developed, is intended to enable all types of chronic disease patients to work with their specific psychosocial problems in a supportive and stimulating environment adapted to their personality and preferences.
|
|
2. |
|
|
3. |
|
|
4. |
|
|
5. |
|
|
6. |
- Hassling, Linda, 1977-, et al.
(författare)
-
Use of cultural probes for representation of chronic disease experience : Exploration of an innovative method for design of supportive technologies
- 2005
-
Ingår i: Technology and Health Care. - 0928-7329. ; 13:2, s. 87-95
-
Tidskriftsartikel (refereegranskat)abstract
- Chronic diseases do not only manifest themselves as sets of pathophysiological factors. They bring about an equally important psychosocial impact. Unfortunately, it is difficult to account for this impact in the development of supportive technologies. This study describes and explores a method for elicitation of requirements on technologies supporting self-management including emotional aspects. The method takes advantage of a self-documentary media kit for collection of data from the everyday context of chronic disease. The resulting contextual data can contribute new insights to multi-disciplinary teams in the design of supporting technologies.
|
|
7. |
- Timpka, Toomas, 1957-, et al.
(författare)
-
Towards integration of computer games in interactive health education environments : understanding gameplay challenge, narrative and spectacle.
- 2004
-
Ingår i: MedInfo. - : IOS Publishing. - 1586034448 ; , s. 941-945
-
Konferensbidrag (refereegranskat)abstract
- CONTEXT: There is an alarming progress in the health status of the young in western countries, and new methods and tools for behavioural health interventions are urgently called for. OBJECTIVE: To explore how computer game designs can be integrated in the development of Interactive Health Education Environments. DESIGN: Qualitative analyses of adolescents' experiences of playing an action-adventure computer game, using data from in-depth interviews. RESULTS: A model is presented, where the gameplaying experience is connected to four components of computer games. Playing computer games was found to mainly be motivated by the challenges and competition represented in the gameplay scripts. CONCLUSIONS: Interactive health education environments can be improved by implementing challenging gameplay scripts, spectacular technical features and narratives.
|
|