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Coaching Older Adults in Health Games: A Goal Oriented Modelling Approach

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Social Computing and Social Media: Applications in Marketing, Learning, and Health (HCII 2021)

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Abstract

Coaching is a novel integrative method to help older adults with little prior experience with digital technology to interact properly with health games. However, coaching as a practice is rather case-specific and none has attempted to apply coaching into health games. This paper presents a formalized, integrative coaching model that infuses Goal Net with Propp’s functions to outline a flow of events that eventually assemble into a “coached gameplay session”. With the formalization of the Goal-Oriented Storytelling Model, the role of the coach in a health game session becomes clearer. The study presented in this paper validates GSM-driven coaching as an effective approach to bolster confidence among older adults when they interact with health games. The GSM also makes a generalizable, scalable solution to health game enjoyment possible through facilitating the creation of future digital health game coaches.

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Notes

  1. 1.

    In Goal Net, the term states and goals are used interchangeably.

  2. 2.

    The paper that details and validates the Health Game Experience Questionnaire (HGEQ) is planned to be published by the author in the future under the title “Developing an Assessment Tool for the Elderly Health Game Experience”.

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Acknowledgements

This research is supported by the Interdisciplinary Graduate School, Nanyang Technological University, Singapore. This research is also supported, in part, by the National Research Foundation, Prime Minister’s Office, Singapore under its IDM Futures Funding Initiative and the Singapore Ministry of Health under its National Innovation Challenge on Active and Confident Ageing (NIC Project No. MOH/NIC/HAIG03/2017).

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Correspondence to Zhengxiang Pan .

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Pan, Z., Zhang, Y., Zhang, H., Shen, Z. (2021). Coaching Older Adults in Health Games: A Goal Oriented Modelling Approach. In: Meiselwitz, G. (eds) Social Computing and Social Media: Applications in Marketing, Learning, and Health. HCII 2021. Lecture Notes in Computer Science(), vol 12775. Springer, Cham. https://doi.org/10.1007/978-3-030-77685-5_31

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  • DOI: https://doi.org/10.1007/978-3-030-77685-5_31

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