Abstract
In this paper, we present the preliminary results of a pilot study with older adult patients in the design and conceptualisation of a gamified medication education. The study aimed to assess patients’ level of understanding of their health conditions, prescribed medications and gather their feedback for the game design named ‘Tamamon’. Interviews were conducted with 10 older adult patients aged between 53– 76 (M = 64.3, SD = 6.77). A range of proposed Tamamon game concepts and mini games were used to elicit ideas. They allowed participants to contribute their feedback and comments so that the research team could gain a deeper understanding of older adult patients’ desire to play. We gathered older adults’ feedback/comments on the proposed game mock-up, and their preferences on the look-and-feel, game mechanism. Preliminary findings show older adults’ interests in gamified solutions for medication education. The paper concludes with a discussion on recommendations to revise the game mock-up before further development.
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Acknowledgments
This study was supported by Serious Game Grant from Games for Health Innovation Centre (ALIVE) (Project Reference Code: SGG20/SN05) and Ageing Research Institute for Society and Education (ARISE). The study was approved by National Healthcare Group (NHG) Domain Specific Review Board (DSRB). The NHG DSRB reference number is 2021/00964.
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Pham, T.P. et al. (2023). Tamamon: Designing a Gamified Medication Education Solution for Older Adults Patients. In: Gao, Q., Zhou, J. (eds) Human Aspects of IT for the Aged Population. HCII 2023. Lecture Notes in Computer Science, vol 14043. Springer, Cham. https://doi.org/10.1007/978-3-031-34917-1_14
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