Games may be employed for delivery of a clinical protocol, or as an incentive for protocol tasks. We focus on serious games in mHealth apps for pediatric patients with a chronic disease as an incentive for behavior modification. A patient is rewarded with enhanced gameplay in proportion to her/his compliance with a clinical protocol. The game-as-reward prevents fatigue and sustains patient engagement as the mHealth apps are used on a frequent basis when the affliction is a chronic disease. However, our experience shows a fine line between games that encourage engagement and ones that distract patients from protocol tasks.
DH '17 Proceedings of the 2017 (7th) International Conference on Mental Health
Association for Computing Machinery
Scholarly Commons Citation
Gary, K., Stoll, R., Rallabhandi, P., Patwardhan, M., Hamel, D., Amresh, A., Pina, A., Cleary, K., & Quezado, Z. (2017). MHealth Games as Rewards: Incentive or Distraction?. DH '17 Proceedings of the 2017 (7th) International Conference on Mental Health, Part F128634(). https://10.1145/3079452.3079459