Table 2.
Design Principles Used in “The Heart Game”
| Design principle | Implementation | The experiences of the patients |
|---|---|---|
| Daily challenges | Daily revealing of next challenges | The challenges were completed every day by all 10 patients. |
| Leaderboard | Ranking of teams by points | Nine out of the 10 patients reported being motivated by this. |
| Points | Points given for selecting and completing challenges | Placement was more important than points, and maximum possible points were used by patients to measure performance. |
| Achievements | Medals for specific goals | Too hidden in the user interface. Three out of the 10 patients wanted to collect all medals. |
| Surprise mechanic | New challenges every day | All 10 patients expressed motivation by this feature, and 1 patient stated “It is like an Advent calendar.” |
| Including the spouse/family member | Spouse as teammate | Nine out of the 10 patients expressed that it helped them to complete tasks and that there being two persons encouraged them. |
| Variation | Different types of challenges | Eight of the 10 patients liked the challenges, and 2 of the 10 asked for more challenges. |
| Meaning | Relevant rehabilitation tasks | The tasks were not just seen as a game and had value for their rehabilitation and helping them return to everyday life. |
| Collective goal | Patients compete against each other. | Promoted completion and social networking among the patients |
Patients include the two teams that stopped after 10 days.