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Diabetes mellitus is one of the chronic diseases that leads to great concerns worldwide. This study uses a model of lifestyle change to enhance serious gaming in healthcare. Seven healthcare providers were interviewed in a pre-study, Six patients tested the prototype in a focus group and nine patients co-operated in an evaluation. The theoretical contributions show that it is difficult to design a single game that meets all users needs. One solution is to design a modular application were adaptations can be made in order to meet the patient specific needs, in the presence of the play, meaning and reality components, but also in functionality. Different functionality is needed for non-intenders (play), intenders (meaning) and actors (reality). Practical contributions of this study give the health care providers more insight in the daily activities and personal measurements of the patients and it improves the possibilities for self-management for the patients themselves.