Eudaimonic Gamification to Engage Cancer Patients in Positive Coping Strategies
This paper presents a mobile gamified application encouraging positive coping strategies for patients of serious and possibly fatal illnesses. The application concept is based on the analogy between one’s lifetime memories and future bucket lists and a journey in the sea of remembrance, traveling back and forth between past and present positive moments and future wish-lists, whilst being aware that life as water, goes on. This concept was co-designed by a team of UX researchers, engineers, and domain experts applying the principles of Eudaimonic design. The iterative development process brought to the final prototype: a multimedia diary with a gameful interface, which is thoroughly described, along with the relative heuristic and empirical evaluations, in this paper.
KeywordsGamification Co-design Ehealth Eudaimonic design Palliative care
- 5.That Dragon, Cancer: http://www.thatdragoncancer.com/#home. Accessed 02 Mar 2018
- 7.Manne, S.L., Myers-Virtue, S., Kashy, D., Ozga, M., Kissane, D., Heckman, C., Rosenblum, N.: Resilience, positive coping, and quality of life among women newly diagnosed with gynecological cancers. Cancer Nurs. 38(5), 375–382 (2015). https://doi.org/10.1097/NCC.0000000000000215CrossRefGoogle Scholar
- 8.Palese, A., Cecconi, M., Moreale, R., Skrap, M.: Pre-operative stress, anxiety, depression and coping strategies adopted by patients experiencing their first or recurrent brain neoplasm: an explorative study. Stress Health 28(5), 416–425 (2012). https://doi.org/10.1002/smi.2472CrossRefGoogle Scholar
- 9.Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM, September 2011Google Scholar
- 10.Deterding, S.: Eudaimonic design, or: six invitations to rethink gamification. In: Fuchs, M., Fizek, S., Ruffino, P., Schrape, N. (eds.) Rethinking Gamification, pp. 305–331. Meson Press, Lüneburg (2014)Google Scholar