6. Applied Game Design
pos. feedback snel
doelen makkelijk
correctie efficient
informatie informatie
motivatie interpretatie
activatie correctie
patient informatie
biofeedback
7. Verschil met ICT
Perception Design
Motivation Design
‘Unnessary’ Playful Obstacles
Entertainment and immersion are NOT about
adding ‘FUN’:
They add meaning to otherwise boring and
repetitive actions and create additional
motivation and commitment
8. KEY ISSUE:
NOT
CAN the patient do it?
BUT
WILL the patient do it?