Svein-Gunnar Johansen
Department of Computer Science, University of Tromsø – The Arctic University of Norway, Tromsø, Norway / Norwegian Centre for eHealth Research, University Hospital of North Norway, Tromsø, Norway
Eirik Årsand
Norwegian Centre for eHealth Research, University Hospital of North Norway, Tromsø, Norway
Gunnar Hartvigsen
Norwegian Centre for eHealth Research, University Hospital of North Norway, Tromsø, Norway
Download articlePublished in: Proceedings from The 16th Scandinavian Conference on Health Informatics 2018, Aalborg, Denmark August 28–29, 2018
Linköping Electronic Conference Proceedings 151:2, p. 7-10
Published: 2018-08-24
ISBN: 978-91-7685-213-2
ISSN: 1650-3686 (print), 1650-3740 (online)
Computer games can teach children a number of skills. But in order to cultivate enough engagement so that players will want to learn, the games must be sufficiently entertaining. Making good computer games is not trivial, and also not something strictly sticking to a method or script can accomplish. In the CADMOS project, we have tried to tap into kids’ general interest and fascination with computer games, to teach children aged 8-12 with Type 1 diabetes how to deal with their condition in an optimal way. This will be achieved by the use of serious games that are easy to understand, yet fun to play, where they can experiment with variable treatments of their own illness in a safe space on virtual avatars instead of themselves. We also want to achieve synergistic integration with other diabetes-related treatment and self-management tools, which are already being used by children in the target group. Furthermore, it is a goal that the children’s friends and family members should also be able to participate in the game and thereby gain a better understanding of what it means to live with diabetes. In this paper we show how we can get closer to this goal by designing the game iteratively together with members of our user group.
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