Abstract
As part of efforts to promote health game adoption among older adults, the Goal Oriented Storytelling Model (GSM) is proposed to improve their health game experiences. In GSM, coaching is presented as an approach that helps older adults with low prior experience with digital technology to nevertheless enjoy digital health games and the benefits they provide. Propp’s theory in storytelling is used to structure while persuasion, goal setting and familiarity augments the set of available coaching strategies. With GSM, a coached gameplay session is crafted on top of the Pumpkin Garden health game. This form of health game coaching is then evaluated through a small-scale phenomenological study. Effects of GSM-driven coaching were positively exhibited by our older players, proving that GSM is a viable way to coach older adults to enjoy health games.
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Notes
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The Donor and Helper, although alike in functionality, differs in the way that the donor attempts to put the hero through some kind of test before rewarding them (hence the Testing function); whereas the helper may help the hero without their knowledge. .
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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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Pan, Z., Zhang, H., Zhang, Y., Leung, C., Miao, C. (2021). A Goal Oriented Storytelling Model for Improvement of Health Game Experiences Among Older Adults. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. Supporting Everyday Life Activities. HCII 2021. Lecture Notes in Computer Science(), vol 12787. Springer, Cham. https://doi.org/10.1007/978-3-030-78111-8_9
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