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Eindhoven University of Technology
MASTER
The potential of a mobile health rewarding app (GameBus) for people with intellectualdisabilities : different scenarios
Kooijman, M.R.A.
Award date:2016
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Eindhoven,February2016
by M.R.A. Kooijman
BSc Industrial Engineering and Management Sciences for Healthcare – TU/e 2012 Student identity number 0657614
In partial of the requirements for the degree of
Master of Science in Operations Management and Logistics for Healthcare
1stsupervisorTU/e:Dr.P.M.E.(Pieter)VanGorp,InformationSystemsIE&IS2nd supervisor TU/e: Prof. Dr. J.H.D.M (Joyce) Westerink, Human TechnologyInteractionSupervisorLunetzorg:P.(Patrick)LeijteR.(Ruud)KavelaarsH.J.(Henk)vanHeffen
Thepotentialofamobilehealth
rewardingapp(GameBus)for
peoplewithintellectual
disabilities–differentscenarios
amongclientsofLunetzorg
TUE.SchoolofIndustrialEngineering.
SeriesMasterThesisOperationsManagementandLogistics
Subject headings: HEALTH CARE; E-HEALTH; M-HEALTH, GAMIFICATION,
INTELLECTUALDISABILLITIES
i
Preface
Ihaveagreatinterestinhealthcare,butafterIhaddoneseveralassignmentsinhospitals,I
decidedIwouldliketoexploreanothergrowingsideofhealthcare:careforelderly.During
thenext30years,thegovernmentandhealthcareorganizationswillfaceahugechallenge,as
the Baby Boomer generationwill enter retirement. The government supports these older
adultsinstayingaslongaspossibleintheirhomes.Tele-caretechnologiescanbetheanswer
forelderlytostayaslongaspossibleintheirhomes.Therefore,Iwrotemyliteraturereview
aboutimplementationfactorsoftele-caretechnologiesinnursinghomes.Aninternshipwas
establishedatCareyn,viaanacquaintancewhowasthechiefexecutiveofficer.
However,duringmymaster’sthesisprojectnoteverythingwentasexpected.Thebeginning
wasverypromising,butIunexpectedlyfailedthreecourses,soIcouldnotstartmymaster’s
thesis.Inthemeanwhile,myacquaintanceatCareynswitchedjobsandCareynwasnolonger
interestedinaninternship.Alsoatthattime,mymentorwentonmaternityleave,andIhad
torestartwithmynewmentor.Unfortunately,itwasnotsoeasytofindaninternshiplocation
thatsuitedmyliteratureresearch.
IthenbecameinvolvedintheGameBusresearch,andIcaughttheenthusiasmofDr.P.M.E.
VanGorp.Therefore,Iwouldreallyliketothankmyfirstsupervisor,Dr.P.M.E.VanGorp,for
hisenthusiasm.IreallyhopethatIcanstayinvolvedintheGameBusprojectaftergraduating.
Also,specialthankstomycolleaguesPatrickLeijte,RuudKavelaarsandHenkvanHeffenat
Lunetzorg,whoofferedmetheopportunitytopursuemymaster’sthesis.InthebeginningI
wasalittleskepticaltoworkwithpeoplewithintellectualdisabilities,butitisgoodtoknow
thesepeoplebetter.Theirkindness,gratitude,enthusiasmandappreciationforsmallthings
islovelytosee,andIhopetoworkwiththeseclientsagaininthefuture.
Ialsowanttothankmyfamilyandfriends for theirunderstandingandsupportduringthe
entireschoolperiod.Andlastbutnotleast,IwanttothankmygirlfriendMilouforhersupport
ii
during good and not-so-goodmoments. The combinationwith the demands of high-level
sportsmadethishardforme.
Ihopeyouenjoyyourreading!
MaartenKooijman
Soest,February4,2016.
iii
Abstract
This researchdescribes the results of a six-month graduationprojectwithin theGameBus
project.GameBusisanovelapp,anideaofDr.P.M.E.VanGorpdevelopedwithinamulti-
nationality collaboration. The app engages families and friends to stay active physically,
cognitivelyandsociallyviaanenjoyablepersonalizedgamingexperience.GameBusconnects
children, colleagues, the elderly and other familymembers to join physical, cognitive and
socialchallenges,anditisuniquebecauseitcrossestheboundariesofexistinghealthapps.
Theappwasnotdesignedexplicitlyforpeoplewithintellectualdisabilities.However,some
issues(e.g.,socialisolation,insufficientphysicalexercise,etc.)playaroleinthecareforpeople
withintellectualdisabilities,astheydoincarefortheelderly.Therefore,itisworthwhileto
investigate if health-rewarding apps like GameBus can play a role within healthcare
organizationsforpeoplewithintellectualdisabilities.Viathismasterthesisproject,ithasbeen
examinedwhichclientsareeligibleforGameBusandhowtheappmightbeusedinthefuture.
ThefindingsandexperiencesofclientsandclientsupervisorswiththeapplicationofGameBus
are presented. Three promising use caseswere found inwhichGameBus can play a role.
GameBus is a valuable way tomotivate and stimulate clients to perform physical, social,
cognitiveandother(e.g.,domestic)activities.
iv
Managementsummary
Introduction
Increasinghealthcarecostsanddemandsareexpectedinfuture.Thisresultsinanincreasein
thetotalhealthcarecosts,andthereforethecaresystemswillbeunsustainableinthefuture.
The use of e-Health can make a significant contribution to the quality and efficiency of
healthcare.There isan increasinguseofmobiledevices,andthemarketformobilehealth
(rewarding)applicationsisincreasingtoo.
Most of the elderly prefer to live independently in their own houses. The new Dutch
governmentplansseemtosupportthesepreferences.Thegovernmentsupportstheelderly
in staying as long aspossible in their homes, and it hopes to avoidhighhealthcare costs.
However,becauseofthebusylifestylesofmanypeople,theelderlytendtobecomesocially
isolated.
Peopleuse their own (health) apps and favorite games, resulting in social islands.Health-
rewardingappsorplatformscouldbethesolutiontoengagingfamiliesandfriendstostay
activephysically,cognitivelyandsociallythroughapersonalizedgamingexperience.GameBus
issuchaplatformwherepeoplecanplaytheirfavoritegamestoearnpointsandwherethey
arepartofanintegratedsocialinteraction.Ascanbeseeninthefigurebelow,apersoncan
playtheirownfavoritephysicalorcognitivegame.Personaldataisproducedinthesegames.
Then, these data are fetched andmatched to team-oriented challenges in order towin a
challenge.
v
Figure1:datafetchingandmatchingtoteam-orientedchallengesinGameBus(VanGorp,2015)
GameBusissuchamobilehealth-rewardingapplications.AlthoughGameBusisnotdesigned
explicitly forpeoplewith intellectual disabilities, componentsofGameBus could alsobea
valuable solution for people with intellectual disabilities. However, there is a lack of
knowledge concerning thepossibilities of e-Health in the care for peoplewith intellectual
disabilities.
GameBusisaplatformwithabaseappandislinkedtoanecosystemofvariousotherapps.
The leadingprinciple is torewardtheclient’sbehavior.Peoplewith intellectualdisabilities
also face social isolation as a result of an individualized society, and physical inactivity is
particularlyprevalent.Increasingphysicalactivityamongpeoplewithintellectualdisabilities
is the most effective intervention of improving their health. Gamification concepts could
increasetheeffectivesofthesephysical,cognitive,orsocialinterventionsbecauseitstrongly
increasesmotivation.
Objectives
Health-rewardingappscouldbeavaluablesolutionforhealthcareorganizationsforpeople
withintellectualdisabilitiesifitcreatesvaluefortheorganizationandfortheclientsandtheir
vi
families.Astherehasbeenlittleresearchintohealth-rewardingplatformssuchasGameBus,
thefollowingmainresearchquestionisformulated:
How can mobile health-rewarding apps contribute to the quality of life of people with
intellectualdisabilities,andhowcanhealthcareorganizationsbenefitfromthis?
The aim of this study is to investigate whether health-rewarding apps (e.g., GameBus)
stimulatephysical,cognitiveandsocialactivitiesinhealthcareorganizationsforpeoplewith
intellectualdisabilitiestakingintoaccountthedifferenthousingfacilitiesanddifferentclients.
Method
First,acategorizationofdifferentclientsandtheir livingsituationsfromliteratureisgiven,
resultinginsevendifferentcategories.Theseliteraturecategoriesareusedtodefinedifferent
real-lifeclientswithinthepilot(i.e.,6personas).Thesepersonasareusedtoanswertheother
research questions to make a distinction between the different clients based on their
capabilitiesand livingsituations. Indeed,notallclientsreactthesametohealth-rewarding
apps. It isanalyzedhowGameBuscouldbe linkedwithcurrentmethodologies.Healthcare
organizations want that their staff work with existing proven methodologies. Then, the
research provides theoretical and practical information about the applied gamification
elementsandbehaviorchangetechniquesduringtheresearch.
The results are analyzed in the light of a psychological model of behavior, namely the
ReasonedActionApproach(RAA).TheRAAisoftenusedtoanalyzeotherhealthandbehavior
changeinterventions.ByapplyingtheRAA,userbehaviorandtheexperienceofGameBusis
bettertounderstand.BasedontheRAA,anevaluationframeworkisconstructedtoanalyze
theresults.
vii
Figure2:Thesisstructure
Duringtheresearch,qualitativedatafrom20clients,7clientsupervisors,andseveralexperts
werecollected.Attheend,6clientswerenotabletoparticipateinthefinalquestionnaire.
Literature research was done on the effects of health-rewarding apps for people with
intellectualdisabilities,anditwastakenintoaccountduringthewholeresearch.
Results
GameBusenabledclients,clientsupervisors,andfamilymemberstostimulate,monitor,and
supporteachother inhealthybehaviorandexecuting (domestic)activities throughshared
activities and challenges. Additionally, GameBus provided data for client supervisors,
increasedmotivationandself-esteemforclients,andincreasedthejoyofclients.
ThroughanalyzingbehaviorofclientsduringtheresearchviadeRAA,threecategorieswere
found.Acategoryincludesclientswiththesameintellectualdisabilitiesandsimilareffectson
behavior.
Table1:Corecategories
Category1 Category2 Category3Clients -Youngclient(age<30)with
behavioralproblemsandIQ>80;-Retardedclient(age30-65),liveindependent,IQ70-85.
-Adultclient(age30-65),IQ60-80
-Adultclient(age18-65),IQ40-60
Teamformation Playinteamsincludingclientsupervisor,familymembers,friends,otherclients
Smallteams,e.g.,clientsupervisorand1-2familymembersorgoodfriends
Only1team:client+clientsupervisor
viii
Conclusion
Inconclusion,thelevelofIQandtheextentoftelephoneskillsarethekeyfactorsfortheuse
ofGameBus.ClientswithanIQbelow40aredefinitelynotabletouseanycomponentsof
GameBus.Additionally,GameBuscannotbeusedbyclientswhodonothavesufficientphone
skills(i.e.,abletotakepictures,uploadpicturestoGameBus,switchbetweenmenus,enter
informationintheapp,etc.).
Basedontheresults,GameBuscouldbeappliedinthreedifferentways,dependingonthe
typeofclient.ThisarethefirstthreepromisingusecasesforLunetzorg,iftheywanttouse
GameBus.Allclientsfacethesameissuesinagreaterorlesserextent(e.g.,socialisolation,
insufficientphysicalexercise, lowself-esteem, lowmotivation).Below, theseusecasesare
explainedinmoredetail:
A. first potential use case: Play in teams including client supervisor, familymembers,
friendsandotherclients.
- Targetgroup:
o Youngclient(age<30)withbehavioralproblemsandIQ>80;
o Mentallydisabledclient,livesindependently(age30–65)andIQbetween
70and85.
- Problems: Insufficient physical exercise, lowmotivation, low self-esteem, social
isolation.
- Benefits:
o Healthierlifestyle;
o Clientenvironmentmoreinvolvedincare;
o Receivemorevisitsandcarefromfriendsandfamily(moreintegration);
o Increasedmotivationfortheclient;
o Supportrewardsystem;
o Clienthascloserrelationshipwithenvironment;
o Canbeusedtohavedailyactivitiesandroutine;
o Feeluseful.
ix
B. secondpotential use case: Teamwith client supervisor and1-2 familymembersor
goodfriends.
- Targetgroup:
o Adult client (age 30 – 65) with an IQ between 60 – 80 (mild mental
disability).
- Problems: Insufficient physical exercise, lowmotivation, low self-esteem, social
isolation.
- Benefits:
o Healthierlifestyle;
o UsingCogGamesincreasesfunfactorofotheractivitiesbecausepointsare
earned;
o Activitiestodoeveryday;
o Increasedmotivationfortheclient;
o Familyoftheclientmoreinvolved;
o Receivemorevisitsandcarefromfriendsandfamily.
C. thirdpotentialusecase:Onlyoneteam:clientandclientsupervisor
- Targetgroup:
o Adult client (age 18 – 65) with an IQ between 40 – 60 ((mild) mental
disability).
- Problems: Insufficient physical exercise, lowmotivation, low self-esteem, social
isolation.
- Benefits:
o Healthierlifestyle;
o Rewardsystemforactivitiesextrastimulatingforclient;
o Supportrewardsystem;
o Funandsimplegamestotraincognitiveaspects;
o Encouragetostayhealthy;
o Encouragetoexecutetasks.
x
GameBuscanbeanattractivewaytostimulatehealthybehavior,butitcanalsobeusedasan
additionaltooltoassistsclientswiththeirpersonalgoalsasdescribedintheirpersonalplan.
ThroughtheuseGameBus,Lunetzorgpositionsitselfasaninnovativeorganizationcompared
tootherhealthcareorganizations.
Budgetscandeclineto25%thisyear,andalsothedemandforcareforpeoplewithintellectual
disabilitiesisincreasing.Inordertocontinueprovidingthesamecare,addingGameBusand
familymemberscouldbeasolutiontodeliverthesamecarewithlessmoney.Lunetzorgcan
formulatechallengesandinvolvefamilymembersmoreinthecareprocess.
Insummary,GameBusisapromisingandambitiousproject.WithGameBus,Lunetzorgcan
increasethemotivationofclients,involvefamilyandfriendsinthecareprocess,makeclients
moreawareoftheir(health)behavior,increaseself-confidenceofclients,orstimulateclients
inanattractiveway.
xi
Tableofcontents
Preface i
Abstract iii
Managementsummary iv
Introduction iv
Objectives v
Method vi
Results vii
Conclusion viii
Tableofcontents xi
1. Introduction 1
1.1 Context 2
1.2 Lunetzorg 4
1.3 GameBus 4
1.4 ChangesinDutchlong-termcare 7
2. Methodology 10
2.1 Problemstatement 10
2.2 Objectiveandscope 10
2.3 Projectsteps 11
2.4 Researchquestions 11
2.5 Pre-testandpost-test 13
2.6 Interviews 14
2.7 Researchperiod 15
2.8 Scope 15
3. Definingdifferentclienttypes/housingsituations 16
3.1 Peoplewithdisabilities 16
3.1.1 Generalcharacteristicsofpeoplewithintellectualdisabilities 16
3.2 Careintensitypackages 18
3.3 Differentformsofhousing 19
3.4 Preconditions 21
3.5 Participantsinpilot 21
xii
3.6 ReallifePersonas 22
4. Currentmethodologies(AS-IS) 24
5. Whatisknownabout:gamificationandbehaviorchangetechniques 26
5.1 Gamification 26
5.1.1 Whatisknowabout:definitiongamification 26
5.1.2 Whatisknowabout:motivationfactorsinGameBus 27
5.1.3 Whatisknowabout:gamificationforpeoplewithmentaldisabilities 28
5.2 Behavioralchangetechniques 29
6. ReasonedActionApproach 31
7. EvaluationFramework 33
7.1 EvaluationoftheoverallexperienceofGameBusbyclientsandclientsupervisors 33
7.2 EvaluationwiththeRAA 33
7.2.1 Patternsandcontextofuse 33
7.2.2 Contextofuse(timeandenvironment) 33
7.2.3 Busylivesandroutines 33
7.2.4 Intensionsanddisappointment 33
7.2.5 Otherpeople 34
7.2.6 Appdesign 34
7.2.7 Coreconcern 34
7.3 Evaluationotherhealthgamificationfactors 34
7.3.1 Teams 34
7.3.2 Physicalactivitypromotion 34
7.3.3 Goalsetting 35
7.3.4 Presentationofinformation 35
8. Results 36
8.1 Post-test 36
8.1.1 Physicalactivities 36
8.1.2 Socialactivities 38
8.1.3 Motivation 39
8.2 Evaluationframework 40
8.2.1 EvaluationoftheoverallexperienceofGameBusbyclientsandclientsupervisors 40
8.2.1.1 Clientexperience 40
8.2.1.2 Clientsupervisorexperience 42
xiii
8.2.2 Evaluationofclients’behaviorviatheReasonedActionApproach 44
8.2.2.1 Patternsandcontextofuse 44
8.2.2.2 Contextofuse(time,location,andenvironment) 46
8.2.2.3 Busylivesandroutines 47
8.2.2.4 Intensionsanddisappointment 48
8.2.2.5 Otherpeople 49
8.2.2.6 Appdesign 49
8.2.2.7 Coreconcern 50
8.2.3 Evaluationofotherhealthgamificationfactors 52
8.2.3.1 Teams 52
8.2.3.2 Physicalactivitypromotion 54
8.2.3.3 Goalsetting 56
8.2.3.4 Presentationofinformation 56
9. Discussion 57
10. Conclusion 62
11. Futurework 65
12. References 66
Appendices 72
AppendixA:GameBusscreenshots 72
AppendixB:Explanationthesissteps 74
AppendixC:Healthbehaviorchangetechniques 75
AppendixD:Personas 78
AppendixE:AveragescoreperZZP 81
AppendixF:NewregistrationprocedureWMO 82
AppendixG:Ratesforintellectualdisabilitycarepercareintensitypackage 83
AppendixH:Generalimplementationplanofe-healthtechnology 85
AppendixI:Questionnairesclients 94
AppendixJ:Questionnairesclientsupervisors 164
1
1. IntroductionThereareclear trendsvisible inhealthcare that concern thecaretaker, caregiverandcare
financier.Oneofthemoststrikingtrendsistheincreaseindemandandfurtherexpansions
expectedinthefuture.Thisresultsinanincreaseinthetotalhealthcarecosts,andtherefore
thecaresystemswillbeunsustainableinthefuture(IBM,2006).Thereisanongoingdebate
aboutthecostofhealthcare,anditismainlyfocusedonthefinancingandsupplyside.Itis
still predicted that health expenses in theNetherlandswill increase every year (European
Commission, 2012). One possible way to reduce healthcare costs is the deployment of
technology.
Technologyhasbeenchangingrapidly,sothatpeoplearenowabletoaccessitwhereverand
whenevertheywant.Smartphones,tabletsandothertechnologicaltoolshaverevolutioned
ourworldinrecentyearsandthewayswecommunicatehavechangedconsiderably.They
havealsoenteredthemarketforpeoplewithdisabilities.Thesetechnicaldevicesuseapps
(softwareapplicationsthatrunonmobiledevicesandtablets)moreandmore.
Anotherdevelopment is the riseofhealth-relatedappsandplatforms.GameBus is sucha
platform,withanewapplicationdevelopedtotraincognitive,physicalandsocialactivitiesin
apleasantway.“Thekeyideaistoletpeopleplaythedifferentgamestheyenjoytrulyasan
individual, insuchaway that theyarepartofan integratedsocial interaction” (VanGorp,
2015).Forexample,olderpeoplewillbeabletoplaytheirfavoritebraingame(e.g.,Sudoku),
whiletheycanencourageyoungpeopletoperformphysicalactivities(e.g.,running).Players
ofthisnewapplicationencourageeachothertoachieve“teamgoals”,whichdirectlyfavor
theirhealth.AnothersideeffectisthatGameBusreducessocialisolation.GameBusgenerates
cognitive,physicalandsocialdatathatwillbemonitored.
CurrentdemographictrendsshowthattheEuropeanpopulationisaging.Thisresultsinmore
careresponsibilities forthefamiliesofdependentpeople.Eightypercentofcarehoursfor
disabledandagingpeopleareprovidedbyinformalcarersandfamilymemberswithoutany
financialcompensation(AmbientAssistedLiving,2014).GameBushasbeendevelopedasa
viablesolutiontosupportfamilieswiththeircareresponsibilitiesfortheirdependentfriends
2
and family members. Because people with intellectual disabilities also face with social
isolationasaresultofanindividualizedsocietyandphysicalinactivityisparticularlyprevalent,
it is worthwhile to examine whether GameBus can play a role in care for people with
intellectualdisabilities,howitshouldbepositionedwithinahealthcarefacility,andwhatthe
roleofthevulnerableelderlycanbeinthiscontext.
1.1 Context
NictizandNivelmadeagainavaluablecontributiontothemappingofthedigitizationofthe
DutchHealthcaresystemwiththeire-Healthmonitor2014.Themessageofthemonitor is
clear: e-Health supports trends in care, self-management, self-control and perception of
qualityofcare.Whenreadingthereport,onethingstandsout:theassociationfordisabled
peopleintheNetherlands(VGN)donotbelongtotheconsultedorganizationsinthereport.
Andthatisashame,becausetechnologymakesasignificantcontributiontoincreasingself-
controlandself-management,especiallyforpeoplewithintellectualdisabilities.Thee-Health
monitorprovidesfiverecommendations.Threeofthemaredirectlyrelatedtoclients,namely:
makehealthcareusersclearwhatispossiblewithtechnology,giveonlinefile inspectionto
clients, and focus on tangible advantages for the clients and organization. There are
interestingchallengesinthestettingofintellectualdisabledpeople.Howdoyoumakeclients
withdisabilitiesmakeawareoftheopportunitiespoweredbye-Health?Howcanyouconvince
clientsabouttheaddedvalueofe-Healthtechnology?Theanswerstothesequestionsarenot
foundinthee-Healthmonitor,butalsonotinotherresearch.Itisnotreallysurprisingthat
the answers on these questions are not available. After years of innovation, Rogers et al.
(2003)saysthatthereissomethingliketheinnovationparadox:thosewhoneedthebenefits
ofaninnovationthemost,areingeneralthelatestwhoadopttheinnovation.Atthismoment,
e-Health in the care for people with intellectual disabilities, especially focus on remote
healthcareanddomotica.Thereislackofknowledgeaboutthepossibilitiesofe-Healthinthe
careforpeoplewithintellectualdisabilities,andthisresearchcouldhelptofillthisresearch
gapalittlebit.
3
Figure3:Lackofknowledgeinthecareforpeoplewithintellectualdisabilities
TheuseofICTcanmakeasignificantcontributiontothequalityandefficiencyofhealthcare.
Lunet zorg shares the view that improving the quality, efficiency and affordability of
healthcare is inextricably linkedwith constant innovation, including e-health applications.
Lunetzorgisahealthcareorganizationforpeoplewithintellectualdisabilities.GameBuscan
beseenasane-healthinnovation.Animplementationofe-healththatinvolvestechnology,
acceptance,financial,organizational,policyandlegislation,andend-userfactors,islikelyto
leadtolong-termsuccess(Kooijman,2015).
InnovationisahighprioritywithinLunetzorg,andthereforetheywerealsointerestedinthe
GameBusproject.ThecompetitivecomponentofGameBus isveryappealingforthemand
couldhaveapositiveimpactonclients.Severalstudiesalsomentionthatthereisacorrelation
between social engagement and the advancement of cognitive and physical limitations
(Chodzko-Zajkoetal.,2009).
Lunet zorg is particularly interested in how GameBus could be positioned within the
organization.Theyprovidecareforchildren,youthandadultswithintellectualdisabilitiesin
different locations. Therefore, it will be very important to take into account the various
housingsituationsandclients.Thiswillbethefocusofthismaster’sthesisproject.
4
1.2 Lunetzorg
Lunetzorgsupportspeoplewithintellectualdisabilities.Morethan2,800clientsofallages
relyontheircaretoliveandwork,performdailyactivitiesandspendfreetime,andhave24/7
intensiveorlimitedcareandincidentalsupport.Twothousandandfivehundredprofessionals
workfortheorganization,andaround1,000volunteerssupporttheorganizationatnearly100
locationsorjustinclients’ownhomesinSoutheastBrabant(Lunetzorg,2015).Locationsare:
• Livingandcare
o 2residentialparks(EckertdalinEindhovenandDeDonksbergeninDuizel)
o Grouphomes(clientshaveaprivatespacebutsafetyofagroup)
o Privateapartmentorstudio
o Lodgings
• Daycare,learningandworkinglocations
• Neighborhoodsupportpoint(WSP)
• Traininghomes
1.3 GameBus
Playersofdifferentapplicationsareisolatedfromtheirfriendsandfamily,asshowninfigure
4.Children,parentsandadolescentsareplayingtheirownfavoritegames,andtheelderly
becomesociallyisolatedbecausetheyarenotplayinganything.
Figure4:Isolatedplayersinthenetwork(GomezNaranjo,2015)
5
“GameBusisaone-yearexternallyfundedprojectwithintheEITICTLabsactionline‘Health
and Wellbeing’. The project will deliver a novel App to turn currently perceived duties
regardingcognitive,physicalandsocialactivities intoanenjoyablegamingexperience.The
keyideaistoletpeopleplaythedifferentgamestheyenjoytrulyasanindividual,insucha
waythattheyarepartofanintegratedsocialinteraction”(VanGorp,2015).Forexample,the
grandmothercanplayherfavoritepuzzlegame(e.g.,Sudoku)whilecompetinginchallenges
with her grandchildren, who enjoy physical activities (e.g., using Strava to track running
activities),andthefatherisrewardedforvisitinghisgrandmother.SowithGameBus,elderly
peoplebecomemoreinvolvedinthesocialnetwork,asshowninfigure5(GomezNaranjo,
2015).
Figure5:GameBusbringspeopletogether(GomezNaranjo,2015)
By integrating social activities, games and activity-trackingmobile apps,GameBus aims to
provideanintegraloverviewofauser’shealthandwellbeingstate.Familyandfriendsengage
each other to create an environment of mutual support and motivation. But for every
participantinafamilythestatedependsonhisorherneeds,age,goals,andhealthstate.
6
GameBuswillsupportseveraldifferentgamesandapps,andplayersarefreetochosewhich
game theywant toplay (e.g.,memory, reaction time,physicalactivity trackers).GameBus
userscancommittochallengesasateam,whichfavorstheirhealthdirectly.Pointsareearned
when players reach a certain preset goal. At thismoment, GameBus offers a basic set of
challenges,but it is intendedthat inthenearfutureuserswillbeabletocreatetheirown
challenges.Besidesthesedirecthealthyadvantages,GameBusalsopreventssocialisolation
throughtheinteractionbetweenteammembers.Teammemberscanstimulateandmotivate
eachothertoperformhealthybehavior.
GameBususesanopenapplicationprogramminginterface(API),soapplicationsandwebsites
caneasilyinteractwitheachother.ThesewebsitesandapplicationsalsoneedanopenAPI.
Toillustratetheearningpointsprocess,anexampleisgiven:ifaplayercompletesapuzzle
using Griddlers (i.e., website with logic puzzles), data from this activity can be send to
GameBus.Ascanbeseeninfigure6,GameBususesthisdatatoawardindividuals(i.e.,give
points)intheirteamchallenges.
Figure6:EarningpointsforachallengeinGameBus(GomezNaranjo,2015)
7
GameBusisuniquebecauseitbringsphysical,cognitiveandsocialbehaviortogether.Most
applicationsonlyfocusononeortwooftheseaspects(VanGorp,2015).GameBususerscan
also use direct communication between nearby mobiles through device-to-device (D2D)
communicationwithanovelservicecalledTimeTogetherthatmonitorsphysicalandsocial
interactions.Forexample,thisservicefullyautomaticregisterifyouvisityourgrandparents,
notinvolvinganyscreeninteractionswhichwouldreducethequalityofthesocialinteraction.
Finally,fourkeycharacteristicsofGameBusareaslisted(Brouwers,2015):
- Playwhatyoulike:youcanearnpointsforawiderangeofactivities(physical,cognitive,
social)indicatedinthechallengeinwhichtheteamparticipates.
- Useanydeviceyouwant:chooseanydeviceyouprefertowear.Smartphones,smart
watchesandFitbits are supportedbyGameBusandcanbe connected toaGameBus
account.
- Everyoneisawinner:challengesarebuiltinsuchwaythateveryoneshouldbeableto
winchallenges,ontheconditionthatyouhavetherightmotivation.
- Unobtrusiveness:activitiescanbetrackedautomaticallywithoutmanuallyregistration
charge.
In appendix A some screenshots are shown to give a better idea about the GameBus
application.
1.4 ChangesinDutchlong-termcare
Long-term care has significantly changed in theNetherlands since 1 January 2015. This is
necessary,accordingtothegovernment,tokeepthefinancinglowandqualityofcarehigh.
Thesechangesaffectpeoplewhoneedcareathomeoratcareinstitutions.ThecurrentAWBZ
(ExceptionalMedicalExpensesAct)hasdisappearedandanewExceptionalMedicalExpenses
ACT(WLZ)forpeoplewithsevereintellectualdisabilitiesthatneedalotofcarehastakenits
place.Themunicipalitiesare responsible for the implementationof theSocialSupportAct
(WMO),whichappliestopeoplewholiveathomeandneedsupport.Municipalitiesarealso
responsibleforthenewjuvenilelawandtheParticipationAct.
IntheappendixFtheregistrationprocedureforthenewSocialSupportAct(WMO)isshown.
8
Currently,familiesandfriendsplayjustaminorroleinengagementandmotivationtowards
mentalandphysicalhealth.Theriseoftechnologyisreplacingthemeansofcommunication,
resultinginlessphysicalinteractionandgrowingphysicaldistance.ThenewDutchlong-term
carelawswillhavesomeeffectontheresponsibilitiesoffamiliesandfriends.GameBuscan
playanimportantroleininvolvingfamiliesandfriendsmoreinthedeliveryofcare.
TheDutchgovernmentdefineseightdifferent‘careservicepackages’.Package1isforpeople
whocansurvivewellwith littlehelp.Package8 isforpeoplewhoarenotmobileandwho
needall-daysupervision,completecareandnursing.Forpeoplewithintellectualdisabilities
therearedifferentformsofhousing,andthesettingsforpeoplewithintellectualdisabilities
areofteninlargeareaswheretheclientsliveasindependentlyandfairlyaspossible.Inthese
areas,therearemanydifferenthouseswhereclientshavetheirownrooms,andoftenthere
isacommonmeetingcentre.Thisisasafeandsecureenvironmentinwhichtolive.Thereare
alsomanyotherformsofhousing;forexample,independenthousingoutsidetheinstitution,
or clusteredhousingwhere severalpeoplewith intellectualdisabilities live close together.
They have ameeting centrewhere they can stay together (College voor zorgverzekering,
2013).
Depending on the care service package, healthcare organizations receive money/time to
spendsomehourswiththeclient.Thisindicationexplainswhatandhowmuchcaretheclient
canget.Thehealthcareorganizationisresponsibleforadditionalagreementswiththeclient.
Unfortunately,theAWBZischanging,andtheinsured“package”willfocusonlong-termcare
forpeoplewithmoreseveredisabilities.InJanuary,thefirstchangesweremade.Thus,people
withamilddisabilitynolongerreceivesupportfromtheAWBZ.TheindicationforotherAWBZ
care has also been narrowed, resulting in fewer nursing hours for clients (Nederlandse
Patienten Consumenten Federatie, 2015). To get a better understanding of the financial
consequences, the following factsheet estimates the new budgets after transferring the
budgets in 2015 (VGN, 2015). The figure shows that healthcare organizations receive on
average23%lessmoneyperclient.
9
Table2:Changingbudget
Amountwithoutdiscount
Discount NewbudgetWMO2015
Daycare €351 €88 €263Transport €25 €6 €19Supervision €450 €112 €337Personalcare €253 €38 €215Extramural €54 €13 €41Total €1.132 €257 €875
Theneedandwishforhealthcare-specificinnovationsisimmense.ThismakestheGameBus
researchrelevantandworthyofinvestigation.
10
2. Methodology
2.1 Problemstatement
Apps have been customized to meet the needs of people with (intellectual) disabilities.
GameBus isanappthatwillencourageandrewardfamilies (e.g., father,child,adolescent,
grandmother)andfriendstostayactivesocially,mentallyandphysically.GameBushasnot
beeninitiallydesignedforpeoplewith(intellectual)disabilities.However,someissues(e.g.,
social isolation, insufficient physical exercise, etc.) play a role in the care for peoplewith
disabilities,astheydoincarefortheelderly.Lunetzorgfounditworthwhiletoinvestigate
whethertheGameBusconceptisapplicableforpeoplewithintellectualdisabilities.Lunetzorg
wantstoactasacasestudyto investigatewhetherGameBuscouldbe implemented inan
organizationforpeoplewithintellectualdisabilities.
2.2 Objectiveandscope
Asalreadymentionedbefore, theaimof this studywas to to investigatewhetherhealth-
rewardingapps(e.g.,GameBus)stimulatephysical,cognitiveandsocialactivitiesinhealthcare
organizationsforpeoplewithintellectualdisabilities,takingintoaccountthedifferenthousing
facilitiesanddifferentclients.Thismainresearchquestionwasconstructedtoanswertwo
main questions from different parties. The first question was asked by the developer of
GameBus,PieterVanGorp:“Canhealth-rewardingappsbedeployedwithinanorganization
for people with intellectual disabilities?”. The second question was asked by Lunet zorg
because the research couldbedone in theirorganization, and Lunet zorgwasparticularly
interestedforwhichclients/locationsGameBuscouldbeavaluablesolution:“Which isthe
mostpromisingfirstusecaseforGameBus?”.Thisresultedinthemainresearchquestion:
How can mobile health-rewarding apps contribute to the quality of life of people with
intellectualdisabilities,andhowcanhealthcareorganizationsbenefitfromthis?
ThisthesiswillcontributetotheGameBusprojectbyreachingawholedifferentaudience.The
aimisthatGameBuswillleadtoareductionofprofessionalcareneededoranimprovement
of quality for clients. GameBus can contribute to the connection between informal
carers/familiesoutsidetheorganizationandclientsinsidetheorganization.Informalcarers,
11
municipalitiesandhealthinsurerswillbemoreimportantinahealthcareorganization.Now
thesocialneighborhoodteamsarebeingformedeverywhereandarecentered inthenew
decentralizedwayofworking.
Worldwide, all healthcare organizations are facing similar challenges. The advent of new
technologiescausesevenmorechallenges.Theagingpopulationandinsufficientfundingby
thegovernment,aremacroeconomicfactorswhichinfluencebothcaregiversandcaretakers
ofhealthcare. Inaddition, familiesand friends justplayminor roles in thedeliveryofcare
because their busy lifestyles. Also healthcare organizations for intellectual disabilities are
facing theseproblems. Lunet zorgwill actasa case study,however therearemanyother
healthcareorganizations (likeLunetzorg)whofacethesameproblems.So, theresultsare
generalizable.Thescopehasbeenlimitedtothewholeorganizationexceptsthe24/7-care
centre.
2.3 Projectsteps
Theprojectisdividedinto7projectsteps.Foreverystep,sub-questionsarelistedinthenext
paragraph.The7projectstepsareshowninfigure7.
Figure7:projectsteps
ThesestepsareexplainedinmoredetailinappendixB.
2.4 Researchquestions
Themainresearchquestionasalreadydescribed,whichderivesfromtheproblemstatement,
is:
MRQ:Howcanmobilehealth-rewardingappscontributetothequalityoflifeofpeoplewith
intellectualdisabilities,andhowcanhealthcareorganizationsbenefitfromthis?
12
Toanswerthisquestion,severalsub-researchquestionsthatguidethismaster’sthesisproject
havebeencomposed.Thequestionsarelistedbelowandserveasastructuredguidelinefor
theresearchdesign.
SQ1:Whichclienttypescanwedistinguishbasedonclients’competencesandtheirhousing
situation?
SQ1.1:Whichclienttypes/profilesareknowninliterature?
SQ1.2:Whichclientsareabletouse(mobile)technologyinahealthcareorganization
forintellectualdisabilities(e.g.,Lunetzorg)?
SQ2:Howcanhealth-rewardingappsbelinkedtocurrentmethodologies?
SQ3:Isgamificationaneffectivewaytochange(health)behavior?
SQ3.1:Whatgamificationelementshavebeenusedtochangebehavior?
SQ3.2:Whatbehaviorchangetechniquesareeffective?
SQ4:Aremanagers/clientsupervisors/clientsinterestedinGameBus?
SQ5:Whatareeffectsonclients/employees/organizationwhenusingGameBus?
SQ6:HowshouldLunetzorgpositionGameBuswithintheirorganization.
Figure8:Researchmethodology
13
In the figure 8, the researchmethodology and chapter overview is shown graphically. In
chapter1,thecontextoftheresearchwasgiven.Inchapter3,afirstcategorizationofdifferent
clientsandlivingsituationsfromliteratureisgiven,resultingin7differentcategories.These
literature categories are used to define different real life clients within the pilot (i.e., 6
personas). These personas are used to answer the other research questions, to make a
distinction between the different clients, based on their capabilities and living situations.
Indeed,notallclientsreactthesameonhealth-rewardingapps.Inchapter4,itisanalyzed
howGameBuscouldbelinkedwithcurrentmethodologies.Lunetzorgwantthattheirstaff
works with existing proven methodologies. Chapter 5, provides theoretical and practical
informationabouttheappliedgamificationelementsandbehaviorchangetechniquesduring
theresearch.
The results are analyzed in the light of a psychological model of behavior, namely the
ReasonedActionApproach(RAA)asdescribedinchapter6(Fishbein&Azjen,2011).TheRAA
isoftenusedtoanalyzeotherhealthandbehaviorchangeinterventions.ByapplyingtheRAA,
userbehaviorandtheexperienceofGameBusisbetterunderstand.BasedontheRAA,the
informationaboutgamificationelementsandbehavioralchangeinterventions,anevaluation
frameworkisconstructedfortheremainingresearch(seechapter7).Thisframeworkisused
toevaluatedGameBus.
Chapter8,showstheresultsofthisresearch.Basedonallfindingsoftheresearch,aValue
PropositionCanvas ismade inchapter9todescribeclient/clientsupervisorneedsandthe
addedvalueofGameBusinaclearmanner.Finally,theresultsarediscussedinchapter9.
2.5 Pre-testandpost-test
BeforestartingwiththeuseofGameBus,anevaluationofthecurrentphysicalconditionswas
attempted. A quantitative approach via a proven survey (e.g., SF-36) was to complicated
becausethelowintelligencelevelsoftheclients.Clientswerenotabletofullyunderstandthe
questionswithinthesurvey,andthereforeitwasdecidedtostopwiththis.
Secondly,aquantitativemeasurementofphysicalactivitylevelswasattemptedviainstalled
pedometers on their smartphone, but unfortunately clients had already changed their
14
physicalactivitylevelsenormouslyafterintroducingbackgroundinformationoftheresearch.
Clientswerenotabletocontinuetheir“normal”physicalroutine.
Therefore,aftertheresearchperiodwithGameBus,apost-testwasdonetoseeifphysical-,
cognitive-,socialbehaviorandmotivationwaschanged.Becausetheuseofaprovensurvey
(e.g.,SF-36)orquantitativemeasurementwasunsuccessful,thiswasbothdonequalitatively
andquantitativelyviaaquestionnaire.
2.6 Interviews
Semi-structured interviews were carried out to explore interest and user experience of
GameBusamongmanagers,clientsupervisorsandclientsofLunetzorg.
First,allmanagersofLunetzorgwerecontactedtocreatesupportwithintheorganization.
Afterthefirste-mails,theresponseratewas50%andthefirstmeetingswereheldwithin3to
4weeks.Managerswereinformedabouttheresearchandaskedwhichlocationscouldbest
qualifyfortheuseofGameBus.Theyshouldbelocationsthatwereagoodrepresentationof
theentireclientprofileofLunetzorg.
Then,coordinatingsupervisorswerecontactedtocreatesupport for theresearchwithina
specific location.Finally,clientswererecruitedfortheresearchfrominterviewswithclient
supervisors from different locations. Unstructured interviews were used to discuss the
possibilities.
Between 3 and 8 unstructured interviews and brainstorm sessionswith clients and client
supervisors tookplaceto followtheprogress.After the first interviewwithaclient, itwas
decidedhowGameBuscouldfitintotheirlifeanddailyroutine.Severaltopicswerediscussed
duringtheseinterviews,namelyGameBusinterest,goal-setting(i.e.,whatkindofgoal,who
shouldsetthegoal,conditionsforthegoal)andfeedbacksessions.Allfindingswereverified
withclientsupervisors.Attheend,questionnairesweregiventoclientsandclientsupervisors
tomeasuretheusabilityandexperienceofGameBus(seeappendixIandJ).
15
Figure8:Interviewprocess
2.7 Researchperiod
Winningoverbigpartsoftheorganizationtooksometime.Therefore,theresearchperiod
varieswidelyamongdifferentclients.Theresearchperiodvariesbetween4and12weeks.
However,thiswasafeasibleperiodtobecomefamiliarwiththedifferentapplications,and
enoughinformationwasgatheredduringtheinterviews.
During the research period, clients used awide variety of apps to stimulate their healthy
behavior (i.e.., Endomondo, Strava, Moves, CogGames, Sudoku, MyFitnessPall). With
Endomondo, Strava and Moves, physical activity levels were measured. CogGames and
Sudokuwere used to earn points in cognitive challenges. AndMyFitnessPall was used to
registertheirdietarypattern(e.g.,numberofcaloriesorthenumberofglassesofwater).
Socialactivitieswereregisteredbymakingselfiesorotherpictures.Awidevarietyofsocial
activitiestookplace(e.g.,walkingtogether,gamingtogether,visitingthesocialneighborhood
point,visitingfriendsorfamilymembers).Also,householdchoresandotheractivitieswere
registered bymaking a picture (e.g.,make a picture after cleaning their room, ormake a
pictureoftheclockwhentheclientwasontimeonthedaycareactivity).
2.8 Scope
Interviewswereheldwithpeoplewithintellectualdisabilities.Peoplewithphysicalorsensory
disabilitieswereoutsidethescope.Complicatedmulti-disabledclientswerealsooutsidethe
scope.Additionally,thefocuswasonclientswithprivatesmartphones.
16
3. Definingdifferentclienttypes/housingsituations
Inthischapter,firstanoverviewofdifferentlevelsofclientswithintellectualdisabilitiesand
theirpossiblehousingfacilitiesispresentedfromliterature.Todeterminewhetherclientscan
use GameBus, some preconditions are formulated. These preconditions were used to
determinewhetheraclientcoulduseGameBusornot.ThiswasexplicitlyaskedbyLunetzorg.
When a healthcare organization decides to deploy GameBus for a specific client, these
preconditionscanbeusedasastartingpointtodeterminewhethertheclientiscapableto
usetheapp.
Theclient typesandhousing facilities fromthe literature, togetherwith thepreconditions
wereusedtofindappropriateclientsforthepilotwithinLunetzorg,whichoffersadiverse
overviewoftheorganization.
Finally,sixpersonashavebeenformulatedbasedontheresultsfromthischapter,whichwere
usedtoanswertheotherresearchquestions.
3.1 Peoplewithdisabilities
Thecareforpeoplewithdisabilitiescanbedividedintoseveralsectorsortargetgroups.These
target groups need different types of care. The report “Zorgzwaartepakketten sector GZ
(2008)”givesanoverviewofvariousformsofdisabilities.Thehandicapsaremental,physical
and sensory, but this research focuses only on mental or intellectual disabilities. In the
Netherlands,itisestimatedthattherearearound146,000peoplewithintellectualdisabilities,
roughly half intramural and half extramural (van der Kwartel, 2009). In this research, a
distinctionmustbemadebetweenclients,becausenoteverytechnologyissuitableforany
audience.Thishasnotonlytodowiththefunctionallimitationsoftheusers,butalsowiththe
functionofthetechnology.
3.1.1 Generalcharacteristicsofpeoplewithintellectualdisabilities
Table2showsthecharacterizationsofpeoplewithmildintellectualdisabilities.Thisisbased
onanextensiveliteratureresearchbyVlagsma(2014).Allpeoplewithintellectualdisabilities
17
have todealwith this to a greater or lesser extent. These characteristicswere taken into
accountduringtheinterviews.Peoplewithintellectualdisabilitiesoftenseemsmarterthan
theyactuallyare.Therefore,everythingmustbechecked twice todetermine if theclients
understandtheapplicationofGameBus.Operantconditioningtechniquesareregularlyused
inthetreatmentoftheseclients.
Table3:characteristicsofpeoplewithmildintellectualdisabilities
CognitivedevelopmentPeoplewithmildintellectualdisabilities- Havealimitedcapacitytostoreinformation;- Cannotfiltertheinformation:whatisimportantandwhatisnot;- Havetroubleconcentrating;- Cannotthinkproperlyintheabstract;- Maybeslowerintheirthinking;- Mayhavedifficultyorganizingandplanning;- Arenotcapableofself-reflection;- Haveimpairedimpulsecontrol.
LearningPeoplewithmildintellectualdisabilities- Encounterdifficultiesinlearning;- Therefore,cannotgeneralizeandbenefitlessfromwhatwaspreviouslylearned;- Arelesslikelytoexplore.
Social-emotionaldevelopmentPeoplewithmildintellectualdisabilities- Caninpracticaltermsdomorethantheycanhandleemotionally;- Havelimitedsocialadaptability;- Havelesswell-developedempathy;- Havelesswell-developedsocialskills;- Haveadelayedandlimiteddevelopmentofconscience;- Haveanincreasedriskofdevelopinglowself-esteem,lackofconfidenceandlackof
identity;- Havepoorself-management.
SensoryimpairmentPeoplewithmildintellectualdisabilities- Haveasignificantlygreaterchangeofadditiveandvisualimpairments
PhysicaldevelopmentChildrenwithmildintellectualdisabilities- Havemore(semi-)physicalproblemsthan“normallygifted”children
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3.2 Careintensitypackages
This research examines to what extent the degree of disability of the clients affects the
applicationofGameBus.Thissectiondescribesthedifferentdegreesofdisabilities inmore
detail.
About260,00Dutchpeoplecannot live independentlyandneedaprotectiveenvironment.
Since1January2009,careintensitypackagesaretheformoffundingforthisresidentialcare
(Min.VWS,2015).Since2015the“CentrumIndicatiestellingZorg”no longerrefer to ‘care
intensitypackages’butto‘careprofiles’.Intermsofcontent,everythingremainsthesame.
Organizationsinthecareandcuresectorforthedisabledandlong-termmentalhealthwill
give all residential care. Their clients receive a completepackageof EMEA-care (inDutch,
AWBZ):acareintensitypackage(ZZP)orcareprofile(Min.VWS,2015).ZZPsareintendedfor
careandsupportinordertobetterallocatebudgetstoinstitutions.TheZZPdoesnotindicate
howmuchcareaclientactuallyneeds.Forthisreason,careplansaredrawn.Onthebasisof
theclient’scareplan,aZZPindicationisgiven.Inthissituation,acareinstitutiononlyreceives
moneyfortheactualcaredeliveredforclients.
Thecareintensitypackagesconsistof:
- Thecomponentsresidentialcare,daycare,treatmentandresidence;
- ThefollowingfunctionsasdefinedintheDecreeonAWBZcare:
o Personalcare(PV);
o Nursing(VP);
o Supervision(BG);
o Treatment(BH);
o Residence(VB);
- Anaveragetimeperweek,intermsofdirectandindirectcustomerrelatedhoursforthe
functionsBG,PV,VPandBH;
- AfixedamountperdayfortheVBfunctionandifapplicable,thecare-relatedmaterial
costs.
19
AppendixGgivesan indicationofthemaximumfeepercare intensitypackage.Theactual
funding is very complicated and based on all sorts of extras (e.g., client needmedication
administration).
InappendixEtheaveragescorespercareprofileforpeoplewithlightmentaldisordersand
mentaldisordersaregiven,asdescribedinappendixA,Article2.1oftheregulationonlong-
termcare.Thegraphshowstheintensityofcarefordifferenttypesofclients.
3.3 Differentformsofhousing
Each type of housing has its own type of clients, or residents, in which there is a clear
hierarchy.Thelightestformoflivingisassistedliving.Nearlytwo-thirdsoftheclientsinthis
typeofhousingareslightlymentallyretardedormentallydisabled(carepackage1and2).The
oppositeofassistedlivingisprotectedhousing,themostrestrictedformofliving.Inthistype
ofhousing,90%ofclientsaremoderately,severelyorprofoundlyintellectualdisabled(care
package7and8).Thisclientgrouplivesinmostlyprotectedhousingbecausethisgroupoften
has additional restrictions. For those people with multiple disabilities, specialized and
intensivecareisnecessary(Woittiez&Ras,2006).
A number of characteristics determine the living situation of a client. There is a positive
correlationbetweentheprobabilityofshelteredhousingandthefollowingfactors:
- Degreeofintellectualdisability;
- Behavioralproblems;
- Problemswithself-careandself-reliance;
- Parentsdeceasedorotherwiseabsent;
- Bettereducatedparentsorparentswithhigherincomes.
The severity of intellectual disabilities and the extent of behavioral problems are leading
factors in determining the residential type. The above features are more common for
shelteredhousingclientsthanforclientswholiveunprotected.Clientswithmorethanoneof
theseattributesarealsocalledintensivecareclients(Woittiez&Ras,2006).
20
In the following table, the care intensity packages are described in more detail with
correspondinghousingsituation.Itdescribesforwhothepackageisintendedandhowmany
carehoursaclientcanexpect(Collegevoorzorgverzekeringen,2015).
Table4:Careintensitypackagesdescription
Packagenumber
Shortdescription Forwho?#hourscareforlivingp.Week
Daycarehoursp.Week
1Livingwithsomeassistance
Clientneedeverydayguidance,butclientstillcantakecareofthemselves.
5.0-7.0 10.0-12.0
2Livingwithassistance
Client need guidance during the day. Client can lifereasonably independent (e.g., small way of living orfoster-home)
7.5-9.5 12.5-15.0
3
Living with assistance andcare
Clientislimitedindependently.Clientneedsprotectedhousingwith constant supervision. Besides providingguidance,helpisrequiredwithpersonalcare.
10.5-13.0 15.0-18.5
4Living with assistance andintensivecare
Clientneedalotofsupportduringtheday.Andclientneedsalotofhelpwithpersonalcare.
12.5-15.5 17.0-21.0
5
Living with intensiveassistance and intensivecare
Clientneedsalotofsupportandalotofcare,becauseithasmultipledisabilities.
16.0-20.0 22.0-27.0
6
Living with intensiveassistance, care andbehaviorregulation
Client has a severe learning disability. Client istherefore socially very dependent. Client also needextraattentiontobehaviorandpsychiatricproblems.
15.0-18.5 21.0-26.0
7
(Closed)livingwithintensiveassistance, care andbehaviorregulation
Clienthasstrongbehavioraldisordersandbehavioralproblems.Clientsmayalsohavephysicaldisabilities.
20.5-25.0 30.5-37.0
8
Living with assistance andcomprehensive care andnursing
Client needs a lot of guidance, full care andnursing,becausetheclienthasmultipledisabilities.Clientisnotmobile.
20.5-24.5 26.0-32.0
Basedonthisinformation,theapplicationofGameBusforclientswithcareintensitypackage
8, seems very complicated. The use of smartphones is limited due tomultiple disabilities
amongclients.Therefore,itisdecidedthattheseclientscannotparticipateintheresearch.
Furthermore, the IQ level and social skills largely determine whether someone receive
subsidizedcare(i.e.,viaAWBZorWMO).ForpeoplewithanIQbetween70-85,theremustbe
additionalproblems(e.g.,personalorsocial)toreceivesubsidizedcare.
In the following table, IQ levels are compared with the ‘normal’ developmental age of
children. Based on this information, peoplewith an IQ below35were excluded from the
21
researchbecauselimitedempathyandverbalskillsoftheseclients.PeoplewithanIQbetween
35and49havebeenincludedinthisresearch,butwithsomereluctancealsobecausetheir
limited empathy. The developmental age says something about the cognitive level of the
client.
Table5:overviewofdegreesofintellectualdisabilitieswithcorrespondingIQ-scoresanddevelopmentalage.
Degreeofintellectualdisability IQ Developmentalage
Veryseriousmentaldisability 0–19 Upto2years
Seriousmentaldisability 20–34 2to4years
Moderatementaldisability 35–49 4to7years
Lightmentaldisability 50–69 7to12years
Retarded 70–85 12to14years
3.4 Preconditions
Afterthatpotentialclientgroupsweredescribedfromliterature,clientscouldbesearchedfor
thepilot.Therefore,clientsmustmeetcertainrequirements:
- Careintensitypackagebetween1and7;
- IQabove34,butpreferablyabove49;
- Technicalrequirements:
o Smartphone;
o Stableinternetconnection(Wi-Fior3G/4G);
- Telephoneskills:youshouldnowhowtomakepictures,uploadpicturestoGameBus,
switchbetweenmenus,enterinformationinapp,etc.;
- Abilitytoread.
3.5 Participantsinpilot
The goal was to apply GameBus on a diverse client population within Lunet zorg. In the
previousparagraphs, the clientpopulation is describedbasedon client types andhousing
facilitiesfromtheliteratureandIQlevels.Inthesearchforparticipants,theseconditionswere
included.GameBuswasintroducedtoseveralmanagersandclientsupervisors,resultingin14
22
clientswithvariousbackgrounds.Themeanageofclientswas36,andtheagevariedbetween
18and57.
Moreclientshavebeen interviewed,butnotallmeet thepredefinedconditionsor clients
werenot interestedtoparticipate intheresearch.Onlyclientswithcare intensitypackage
2,3,4,6and7werefound.Thiswasaverydiversesamplesizeandwasenoughforafeasible
studytoGameBusinthecareforpeoplewithintellectualdisabilities.
Additionally,anextracategorywasidentifiedwithinLunetzorg.Thisareclientswhovisita
socialneighborhoodpoint.Theseclientsarenotcategorizedwithacare intensitypackage,
butcare isdeliveredbasedona“kitchen table”conversationby themunicipality.A social
neighborhoodpointisforclientswithanindicationfor‘supervision’.
Figure9:ClientcategoriesforLunetzorgpilot
3.6 ReallifePersonas
Inthisparagraphpersonasarecreatedthatrepresentanenduser/clientgroupbasedontheir
interest,capabilitiesandothercharacteristics.Thepersonasarecreated inordertobetter
understandthecontextofGameBus.Thesepersonasarebasedonrealclients(onlynames
are changed) and locationswithin Lunet zorg thatwere part of the research.With these
23
personas,needsandgoalswerecreatedforspecificclientsandlocationswithinLunetzorg.
The personas include an overview of daily activities, living situation, types of (mental)
disabilities,independencyandfamilyrelationships.Theclientswereusedtotesttheconcept
ofGameBuswithdifferentusers,atdifferentlocationsandindifferentcircumstances.These
selectedgroupsofclientsgiveadiverseoverviewofthetotalclientpopulationofLunetzorg.
Thesepersonasareusedtodescribesomeresults(seechapter8),andactedasatoolforthe
valueproposition.AllpersonascanbefoundinappendixD,butasummaryisgiven:
Name Age(years) Carepackage(ZZP) IQlevelPeter 33 2 65Anouk 18 3 95Anke 37 4 40Nikki 19 7 60Tom 20 7 82Hilde 47 Supervision 95
Anexampleofonepersona,Anke:
ANKE(37years)
Disability:VGZZP:4Residence: Anke lives in a one-room apartment withcontinualassistance.IQ:40Aboutandfamily:Ankecanspeakclearlyandmostofthetimepeopleunderstandwhatshewants tosay.Shehasneverlearnedhowtowriteorread,thoughsheisabletodistinguish lettercombinations. If sheseesapictureshecan remember it for a long time. The client supervisorsalwaysmakeherschedulewithapicto-system.Socialactivity
Shehas lived inherhouse foraroundtenyearsandsheknowsalmostallpeopleinthebuilding.Shelikestodrink
coffeeontheweekendwithhergoodfriendPatrick.Herparentsalsovisitherontheweekend.FourtimesaweekabustakeshertoherdaytimeactivitieswhereshecanwatchTV,butalsoputstickersonboxes.Physicalactivity
Sheisnotallowedtogosomewherealone.Sometimestheclientsupervisorputsheronahometrainer.Motivation
Sheisverymotivatedifpeopleneedherhelp.Almosteverythingthesupervisorsask,shedoes.Technologyuse
Her parents have bought her a tablet to play somegames.Shedoesnothaveaphone.LimitationsShe does not really know what she does, but shecarriesoutallsheistoldbythesupervisors.
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4. Currentmethodologies(AS-IS)
Therearemethodologiesandmethodicalmethodsorapproachesinthecareofpeoplewith
intellectualdisabilities.TheresearchaskedaboutlinkingGameBuswithmethodologiesthat
areappliedwithinLunetzorg.Therefore,itaskedclientsupervisorsaboutwhatmethodsthey
use in their work. However, inquiries revealed that almost no one could tell what
methodologiestheyuseintheirwork.
ThewebsiteMethodischWerken (Bruijn,2015)was thereforeconsulted.Thiswebsitewas
developedtohavequicklyandeasilyaccessiblemethodicalteachingmethodsforthecareof
peoplewithintellectualdisabilities.GameBuscanbeusedtochangeandrewardcertaintypes
ofbehaviorwithinthecareofintellectualdisabilities.ThisresearchshowsthatGameBushas
apositiveeffectonthebehaviorofclients.Allclientsareconfrontedwithever-newproblems
thatrequireanadequateresponseandsolution.Thisperspectiveisreflectedinthenumerous
empiricallysupportedtreatmentprotocols,methodologiesandbehaviortherapiesthathave
been developed for people with intellectual disabilities. In the next paragraphs, three
commonly used methodologies are described, as well as the overlap between a specific
methodologyandGameBus.
AKSMethod:self-determinationofclients.Thecoreliesinapplyingadistinctionbetweenthe
varioustasksthatusuallyliewiththeclientsupervisor.Throughabetterorderingoftheroles,
clientsupervisorscouldspendmoretimeonrealsupport.
è ArrangementsmustbemadeclearbeforehandaboutwhatroleGameBuscanplayin
thecareprocessandwhohasthatresponsibility.Otherwise,theclientsupervisordoes
nothaveenoughtimeforrealsupport.Moreover,theclientistakenseriouslyinwhat
she/hewantstoregulate,asthemethodologysuggest.Inconsultationwiththeclient
supervisor, they can decide what activities can be rewarded in GameBus. Using
GameBuscanincreasethefeelingofself-determination.
EIM(EigenInitiatiefModel):whensomeonebetterthinksaboutwhatshe/hedoes,agreater
abilitytoactisdeveloped,andthisincreasestheoveralldevelopmentprospectofpeoplewith
25
intellectualdisabilities.Thismodelturnsagainstthedependencyofpeoplewithdisabilities,
and conversely at anemergency syndrome (they constantlyprone todeliver care). This is
betterexpressedwhattheindividualhimselfcanthinkandcando.Inpractice,thismodelis
anexplicitappealtoself-solvingskills.Thesearestimulatedbyspecificcontractstobesetup
asworkgoals.“Learningtolearn”appears:itisnotperformingtheactualactivity(connecting
withsomeoneelse,buyingfood,doinglaundry,etc.)butthinkingofwhatisnecessaryinorder
todotheactivity.
è GameBusencouragespersonalinitiativebyplacingtheresponsibilityontheclient,if
possible. GameBus could be the extrinsic motivator and learning tool in order to
achieveworkgoals.Workgoalsarediscussedwiththeclientsupervisorandtheclient
hastheresponsibilitytoperformtasksthemselvesandregisterthisinGameBus.
TokenEconomy:abehavioraltherapeuticapplicationthroughaconcretesystemofoffering
orwithholding rewards toachievea specific goal. The tokensare concrete “signs”ofpay,
whichfollowdirectlytothedesiredbehavior.Themethodisbasedontheviewthatbehavior
is determined bywhat follows, the consequences. The offered tokens can be all kinds of
concretethings,suchstickers,chipsandvouchers,whichcanbecollectedtoacertainnumber
andthenprovideagreaterreward.Thisshouldthereforebedoneconcretelywithinanagreed
timeframe.Sothetokenisasecondaryreinforcementtoreceiveaprimaryreward.Bythis
wayofworking,clientshavemorecontrolovertheoutcome.Theycanalsolosetheirtokens
againwhentheydonotshowtheintendedbehavior.Itisclearlystatedwhenthetokensare
received.
è ThismethodologyisinlinewiththeGameBusconcepts,althoughthe“tokens”arenot
tangible. InGameBus the tokens are called points that can later be exchanged for
tangibleandconcreterewards.
26
5. Whatisknownabout:gamificationandbehaviorchangetechniques
Having briefly outlined the current methodologies in care for people with intellectual
disabilities,thischapterbrieflyoutlineswhatisknowaboutgamificationandbehaviorchange
techniques.ThesearetwomainprinciplesofGameBusappliedinthisresearch.
5.1 Gamification
5.1.1 Whatisknowabout:definitiongamification
The first knownuseof the term“gamification”was in2008,but twoyears later the term
gainedglobalnotoriety(Deterdingetal.,2011).Thereisstillnoconsensusaboutacorrectand
usabledefinition.Inthisperiod,ZichermannandCunningham(2011)definegamificationas
“theprocessofgame-thinkingandgamemechanics toengageusersandsolveproblems”.
ZichermannandCunningham(2011)describegamificationasamethodtochangebehavior.
Lister et al. (2014) define gamification as follows: “Gamification is the use of game-like
rewardsandincentives,pairedwithdesiredbehaviors,to increasemotivationsandsustain
habitsofindividualsovertime”(Listeretal.,2014).ThegamificationcompanyBunchbaladds
theroleofthecollectionandcommunicationofstatisticsintheirdefinition(Bunchbal,2010).
Figure10:Bunchball'sviewofgamification(Bunchbal,2010)
WerbachandHunter(2012)definegamificationasawaytobringfunnyelementstoobligatory
activities.BothWerbarchandHunter(2012)andZichermannandCunningham(2011)saythat
27
a user’s engagement with a specific process or product is increased when introducing
gamificationconcepts.GameBusintroducedthesegamificationconceptsandcouldincrease
theengagementofclientsbymakingphysical,cognitiveandsocialactivitiesmoreattractive
tothem.
Severalauthorsanalyzedwhichgamificationelementsareusedinhealthapps(Listeretal.,
2014;Payneetal.,2015).Thesegamificationelementsare:
- Storyline;
- Fantasyenvironment;
- Competition;
- Possibilityoffailure;
- Leaderboards;
- Clearexpectations;
- Score;
- Rankingorstanding;
- Levels;
- Real-worldprizes.
Besides these gamification elements, there are also other prevalent health behavior
constructs: self-monitoring, self-reward, and goal-setting. It has been found that self-
monitoringinphysicalactivityinterventionsisthebestpredictorofsuccessinbehaviorchange
(Michieetal.,2009).Goal-settingisalsowidelyusedandshowspositiveeffectsonobesity
interventionsandphysicalactivity(Pearson,2012).Finally,rewards,modeling,feedbackand
self-monitoring are themost appliedHealth Behavior Theory elements in physical activity
videogames(Lyons&Hatkevich,2013).
5.1.2 Whatisknowabout:motivationfactorsinGameBus
PsychologicalresearchbyBecker(2005)hasshownpositiveandnegativerelatedfactorsto
gaming influencinghumanperformance.However, thereareonlya few factors thatmake
gamesasattractiveastheyare.Itdependsonthepersonandhowmuchone’sperformance
is influenced by these factors. Kelle (2012) described four factors influencing human
performance.
28
“Thefirstofthesefactorsistheabilitytoseeprogressinanobviousandcontinuallyavailable
manner”(Kelle,2012).Themostbasicformofgamingistocompareone’sownperformance
withothers.Thisispossiblewhenclientsrecognizetheeffectsoftheirperformance/actions
withregardtothepointsreceivedinthegameandtheabilitytogaugetheirownprogress.
Theabilitytoseeprogressisaformofdirectfeedbackwherethefeedbackcycleisminimized
(Sadler,1989).Thisfactornotonlyholdstruewhentheclientisaloneandcomparinghisor
herownperformancetopreviouspersonalperformance,butalsoinagroupandcomparing
hisorherperformancewithothers.
“Asecondfactorwouldbetheabilitytoaffecttheperformanceofothers”(Kelle,2012).This
factor isnot theeasiest factor to include inagame,but thereare severalpossibilities for
creating this kindof competition.Whena teamconsistofmore than twoclients, another
aspect of gaming is introduced, namely collaboration. Collaboration between people can
stronglyinfluencetheresultoftheteam.
“Athirdandverycrucialfactoristhechallengingroleofbeingincharge”(Kelle,2012).Games
couldstimulatethefeelingofcontrolandownershipintheclient.Thisespeciallyoccurswhen
theclientcan identifyhim-orherselfwith thegamecharacter.GameBusdoesnothavea
gamecharactertoidentifywith,butaclientcanidentifyhimselfwithanimportantpersonin
hislife(e.g.,brother,sister,clientsupervisor).
“Finallyandmostobviously, the ‘gamecontent’ itself isan importantfactor”(Kelle,2012).
GameBus made physical, social and cognitive activities more attractive. These game
characteristicsofGameBusarepowerfulwaystomotivateclients.
Because of the gamification elements in the app, GameBus used the abovemotivational
factorsinordertoincreasethemotivationoftheclients.Detailedinformationabouttheeffect
onmotivationisdescribedinthechapter8.
5.1.3 Whatisknowabout:gamificationforpeoplewithmentaldisabilities
The implementation of gamification concepts in the treatment of children with mental
disabilitiesseemshighlyfeasible(Frutosetal.,2011).Gamificationisagoodwaytodevelop
29
physical,cognitiveandsocialabilities (Frutosetal.,2011).All theseabilitiesare important
aspects in the development of peoplewithmental disabilities, especially for children and
young adults with autism spectrum disorder. The literature suggest that picture-based
systems for the treatment of people with autism work well (Lancioni & O'Reilly, 2001).
However,GameBusiscurrentlymissingapicture-basedinterface.
Another finding accounting for the use of gamification concepts within the treatment of
peoplewithmental disabilities is that gamification strongly increasedmotivation (Murray,
1997).Problemswithmotivationforperformingphysicalactivitiesareoneofthemainissues
for peoplewithmental disabilities. Research by Anton and Campbell (2008) showed that
gamificationcouldbeeffectiveforclientswithlowmotivationandlowself-efficacy.Research
hasalsoshownthatcognitivegamescanplayaroleinthedevelopmentofmemory(Brownet
al.,2008),decision-making (Standenetal.,2009)andreaction time (Standenetal.,2009).
Unfortunately,nogeneraloverview isavailable in the literatureabouttheeffectivenessof
gamificationconceptsinthetreatmentofmentaldisabilities.
The overall conclusion from this literature research, is that little is know about the
effectivenessofgamificationforpeoplewithintellectualdisabilities.Therefore,thisthesisis
avaluableresearchinthisarea.
5.2 Behavioralchangetechniques
During the research there will be an extensive use of behavioral change techniques and
motivation techniques. Because clients need to change their current daily routines, these
techniquescouldberelevant.IfGameBuswantstostrengthenphysicalandsocialactivities,it
shouldencouragephysicalandsocialbehaviororchangecurrentbehavior.Muchattentionto
intrinsicmotivationisneededifthisistohappeninaneffectiveandsustainableway.
Therearemany(sometimesoverlapping)strategiestoinfluencebehaviorandmotivation.An
overview of this is given below on the basis of the research byMichie et al. (2013) and
Abraham andMichie (2008). A study on effective online techniques for healthy behavior
change (e.g., in relation to food and exercise) showed that the effectswere biggerwhen
severaldifferentstrategieswereused.Italsoshowedthatuseofthethreestrategies(derived
30
fromtheTheoryofPlannedBehavior) led togreatereffects.However, increasingphysical,
cognitiveandsocialactivitiesismuchmorecomplexbecausetheeffectsonbehavioralsolie
outsidetheclienttoaconsiderableextent(Lagerveld&Bennenbroek,2015).
Generalbehaviorchangetechniques(Abraham&Michie,2008)(Michie,etal.,2013)include
thefollowing:
Ø Createapositiveattitudetowardsthebehaviorandoutcomes,by:
o Showingconsequencesofbehavior(e.g.,donothingorchangebehavior);
o Comparing effects/outcomes of behavior (e.g., putting advantages and
disadvantagesinarowfortheuseofGameBus);
o Givingasenseofautonomyandcontrol.
Ø Goal-setting/formulate behavioral intentions (e.g., make a stepwise action plan and
committobehavior);
Ø Giveinsightintotheattitudesofotherclientsinrelationtophysical,cognitiveandsocial
behavior;
Ø Rewardeffective/desiredbehavior(e.g.,giveacomplimentortakeawayapenalty);
Ø Increaseconfidence(e.g.,byfocusingonpastsuccess,verbalencouragement);
Ø Organize/offersocialsupport;
Ø Indirectlearning(e.g.,watchingothers:startwithoneclientinagroupandotherclients
orclient supervisorsbecome interested).The researchwasstartedwithoneclientat
Duizelwijk1(residentialfacilityLunetzorg),butafterafewweekstwoclientsupervisors
atDuizelwijk3and4alsowantedtojointheGameBusproject;
Ø Mapbarriersandsolutions;
Ø Repeatandpractice(activelearning,reinforceskills);
Ø Feedbackonbehavior;
Ø Connect negative consequences to behavior (punishment). However, this has only a
short-termeffectonbehaviororcanjustcauseresistance;
Ø Triggers/cuestoorganizebehavior(actionssothatpeoplerememberwhatpeopledo).
ThisisveryimportantforclientsofLunetzorg.Manyclientsforgettodotheirphysical
activitiesbecauseclientsupervisorsdidnotremindtheclientenough.
InappendixC,abriefdescriptionofelevenhealthbehaviorchangetechniquesisgiven.
31
6. ReasonedActionApproachThischapterdescribesTheReasonedActionApproach(RAA).TheRAAisoftenusedtoanalyze
otherhealthandbehaviorchangeinterventions.ByapplyingtheRAA,userbehaviorandthe
experience of GameBus is better understand. So, the RAA is used in the results section
(chapter8)toanalyzetheparticipationandbehaviorofdifferentclientsinthisresearch.
RAAisatheoryofhumanbehaviordevelopedbyMartinFishbeinandIcekAjzen.TheTheory
ofReasonedAction(Fishbein&Ajzen,1975)andtheTheoryofPlannedBehavior(TPB)(Ajzen,
1991)areearlierversionsofthistheory.TheTheoryofPlannedBehaviorhasbeenusedto
betterunderstandseveraldifferentformsofhealthbehavior,suchasdietarychange(Povey
etal.,2000)andphysicalactivity(Armitage,2005).Somemeta-studiesabouthealthbehavior
change interventions, suchasGodinandKok (1996), conclude that theTheoryofPlanned
Behaviorpredictsbothactualbehaviorandintentiontoactverywell.Thetheorystatesthat
acombinationofbeliefsaboutbehavior(i.e.,theyassumethatbehaviorhasanoutcomeand
thisoutcomeisofvaluetotheperson),self-efficacy(i.e.,apersonbelievesthathecanperform
a required behavior) and subjective norms (i.e., subjective reflections upon and
interpretationsofsocialattitudes)shapesthebehaviorandintentionsofpeople.
FishbeinandAzjen(2011)developedanactualversionofthismodel, theReasonedAction
Approach, by expanding the TPB in two ways. First, they added the construct of “actual
control”.Second,theydescribedhowbehavioral,normativeandcontrolbeliefsareinfluenced
by“backgroundfactors”.“Backgroundfactorsdescribeshowenvironmentalfactorsandskills
andabilitiesaffectthelikelihoodofintentionsbecomingactions”(Laurie,2013).Thefigure
belowgivesaschematicpresentationoftheReasonedActionApproach.
32
Figure11:TheReasonedActionApproachModel(Fishbein&Ajzen,2011)
WiththeRAA,behaviorcanbeanalyzed,becausethemodelgivessomeempiricallyverified
constructs(descriptivemodel).Therefore,themodelcouldbeusefulinaqualitativestudyin
order togain insightabout thehealthand technologybehaviorofGameBus. If theRAA is
appliedinthisway,thetheorygivesmoreinsightintoself-efficacy,inthepatternsofuse,the
roleofsocialnorms,andtheattitudeofclientstowardstheirbehaviorthatisinfluencedby
GameBus. The theory helps reveal strengths andweaknesses in GameBus related to self-
efficacy,norms,attitudesandintentiontoact.Thistheoryhelpedtoanalyzehowclientscould
useGameBusintheirdailyroutines.TheuseofGameBusinclient’sliveswasinfluencedby
patterns in daily activities, continuous reflections about possible consequences of using
GameBus,perceivedself-efficacy,emotionandmoodstates,personalrelationshipsandsocial
norms.Auto-ethnography(i.e.,anapproachthatseekstosystematicallyanalyzethepersonal
experienceandprovidesawaytodescribeit)andsemi-structuredinterviewsaregoodways
togaininsightintobothsubjectiveexperienceandpatternsofuseofGameBus(Laurie,2013).
Laurie (2013) suggests that the RAA is a useful theory to design mental wellbeing and
persuasive technology.Persuasive technology is technology that isdesigned tomodify the
behaviororattitudesofusersthroughsocialinfluenceandpersuasion.GameBuscanbeseen
as a persuasive technology because it wants to change the physical, cognitive and social
behaviorofpeoplebystimulatingtheminteams(socialinfluence).
33
7. EvaluationFramework
Inthischapteranevaluationframeworkwillbepresented.This frameworkwillbeusedto
evaluateresultsand findingsduring theGameBusresearch.During the interviews,surveys
and observations, GameBuswas evaluated on several aspects. The framework consists of
threemainevaluationparts:
1. EvaluationoftheoverallexperienceofGameBusbyclientsandclientsupervisors;
2. Evaluationofclients’behaviorwiththeRAA;
3. Evaluationofotherhealthgamificationfactors.
7.1 EvaluationoftheoverallexperienceofGameBusbyclientsandclientsupervisors
Basedonall interviews,questionnairesandobservations,GameBusoverallexperiencewas
evaluated.Clientsandclientsupervisorsanswershowtheyenjoyedtheresearch.
7.2 EvaluationwiththeRAA
The secondpart is theevaluationof clients’behavior via theRAA.This isdoneby several
aspectswhich have been identified during the research due to analysis of the interviews,
questionnaires and personal observations. By axial coding it was sought to find patterns,
contextofuse,andotherinformation.
7.2.1 Patternsandcontextofuse
Thefirstidentifiedaspectarethepatternsandcontextofuse.Thisaspectevaluatesifthere
arefoundcertainpatternsintheuseofGameBus,whattheintentionwas,orwheretheyuse
GameBus.
7.2.2 Contextofuse(timeandenvironment)
The second identified aspectwas the context of use expressed in time and environment.
ClientsuseGameBusondifferentmomentsduringtheday.
7.2.3 Busylivesandroutines
Oneof themain concernswas to seehowGameBus fit into the lifestyleof clients. Itwas
predictedthatGameBusshouldbepartofclients’routines,inordertobeasuccess.
7.2.4 Intensionsanddisappointment
The fourthaspect is the intention touseGameBus in thebeginning, comparedwhat they
actuallydidduringtheresearch.
34
7.2.5 Otherpeople
Thefifthaspectdescribestheinfluenceofotherpeopleduringtheresearch.
7.2.6 Appdesign
ThesixthaspectfoundbeanalyzingthedataviatheRAA,wasinformationabouttheactual
designofGameBusandtheinfluenceontheirbehavior.
7.2.7 Coreconcern
“Createcategoriesthataredirectly‘grounded’inyourdata.Groundedtheoryisacomparative
andinteractivemethod.Youbegintoconstructyouranalysisbycomparingbitsofdata–ideas
and incidents –with each other” (Smith, 2008). Strauss and Corbin (1990) say thatwhen
researchers use grounded theory data analysis methods, they should describe one core
categorythatsummarizesallinterviewsandcategories.Anotherstudysimilarlysuggeststhat
researchersshouldtrytodescribethecoreconcernofclientswithregardtoGameBus(Glaser,
1998).
BasedontheanalysisofbehaviorviatheRAA,categorieswillbecreatedtosummarizeresults
indifferentusecasesofGameBus.
7.3 Evaluationotherhealthgamificationfactors
The thirdpart is theevaluationofother factors in the research.These factorsaredefined
below.
7.3.1 Teams
Whatistherighttypeofteamsforthedifferenttypeofclients?Performinghealthactivities
in teams can be effective and motivational. This is teamwork with other clients, family
membersorclientsupervisors.
7.3.2 Physicalactivitypromotion
Client supervisors should encourage healthy behavior for their clients. Physical exercise
should become as part of clients’ lives as sleeping and eating. Physical activity decreases
cardiovascularendurance,reducestress,etc.Additionally,itappearsthatphysicalactivities
ensuretheyclientswithintellectualdisabilitiesarelessdependentonsupportandthatthere
islessofachangeofbehavioralproblems.Therefore,physicalactivitypromotionshouldbe
integratedinhealthcare.
35
7.3.3 Goalsetting
Another factor that will be evaluated in the next chapter is goal setting.Who should be
responsibleforthegoalsettingandwhatkindofgoalscouldbeusedinGameBus?Thisfactor
wasevaluatedwithclientsupervisorsandclients.
7.3.4 Presentationofinformation
In this section the presentation of data in GameBus is presented. Is the information of
challengesandgoalspresentedclearlyintheGameBusapp?Thissectionfocussesbrieflyon
thepresentationofpointsandchallenges.
36
8. ResultsThischapterroughlyconsistoftwoparts:
• Post-testresultsofphysicalactivities,socialactivitiesandmotivationchange;
• Resultsoftheevaluationframeworkasdescribedinchapter7.
8.1 Post-test
8.1.1 Physicalactivities
Seven questions in the questionnaireswere intended to detect possible anomalies in the
clients’physicalactivities.Onequestionwaswhetherclientsaremorephysicallyactivewhen
participatinginGameBus.
Figure12:Resultsquestionnaire:Physicalactivity
Toverifytheresults,thesamequestionswereaskedoftheclientsupervisors.Sevenoutof
eightclientsupervisorsconfirmedthattheirclients,toagreaterorlesserextent,performed
morephysicalactivitiesthanbeforetheresearch.Althoughthisisapromisingresult,itisnot
sufficientevidencethatGameBuschangesthephysicalroutineofclientsforalongerperiod.
However,stimulatingeachotherandreceivingpointsorotherrewardshasadirecteffecton
thephysicalactivitiesofclientsofalllevels.
0
1
2
3
4
5
6
7
muchmore more thesameamountof less muchless
ByworkingwithGameBusIget…..excersise
ByworkingwithGameBusIget…..excersise
37
Anattemptwasmadeatthebeginningoftheresearchtoreceivebaselineinformationabout
clients’physicalactivities.Clientswererequestedtoregistertheircurrentphysicalmovement
usingapedometerandtoldtheyshouldnotmovemorethanusual.However,afterexplaining
thattheresearchwasaboutstimulatingphysicalactivities inteams,clientsbegantomove
moretogetmoresteps.Therefore,asurveyaskedclientstoquantifytheirphysicalactivities
aftertheresearchincomparisonwiththeirphysicalactivitiesbeforetheresearch,withthe
followingresult:
Figure13:ResultsQuestionnaire:Extratimephysicalactivity
These answers are in line with previous answers. Additionally, it was asked if they could
explaininmoredetailhowtheynoticedtheirincreaseinphysicalactivities.
Question: “If you exercisemore than before the research, how did you noticed
this?”
Answer: “Iaskthesupervisorsatthedaycaretohaveawalkduringthebreakto
collectpoints.”
Answer: “In theweekends I often go out to have awalk, insteadof sitting at
home.”
0
1
2
3
4
0min 1-15min 15-30min 30-60min 60-120min Morethan120min
Unknown
IfyoushouldestimatehowmuchextrayouaremovingperweeknowcomparedtobeforetheGameBus
research.Howmuchisthat?
IfyoushouldestimatehowmuchextrayouaremovingnowcomparedtobeforetheGameBusresearch.Howmuchisthat?
38
So,theseareverypromisingresults.Eightoutoffourteenclientsreportedanincreaseintheir
physical levels.Additionally,clientswhoshowednoincrease intheirphysicalactivity,have
indicatedthattheyhavebecomemorehealthconscious.EventhecanteenladyofEckertdal
indicatedthattwoclientsdidnottakeunhealthyfoodanymore(e.g.,eatsaladinsteadofa
frikandel).
8.1.2 Socialactivities
ThisresearchfocusesonthepotentialofGameBusthatfacilitatesocialsupportandstimulate
physicalactivities.Socialactivitiesincludepositivefeedbackfromotherpeople,stimulating
eachother in thechat, challengingeachother toearnmorepointsor justdoingactivities
together(e.g.,walkingtogether,visitingfriends).GameBuscouldconnectpeopleandserveas
asupportbuddy(i.e.,peoplewiththesameproblemscouldformateamandstimulateeach
othertoreachtheir(physical)goals).
Threedifferentkindsofsocialsupportwerefound:
- esteemsupport:signsofapproval.
- informationalsupport:givingadviceandotherinformationabouttheexercise.
- companionshipsupport:doingexercisestogether.
All three kinds of social support are supported by the GameBus app and clients reacted
positivelytoallkindsofsupport.
There were numerous examples were clients did more social activities than before the
research.Afewexamples:
• Tomvisitedotherelderlyclientstomakeasocialselfie.Hedidnotknowtheseclients,
buthejustliketomakecontactwiththemtoearnpointinGameBus.
• Nikki and Tomhelpedother client supervisors to dophysical activitieswith severe
intellectual clients. Nikki and Tom walked with some clients and make pictures
together.
• Peteralsolikedtoplayvideogames.Insteadofplayinggamesalone,hevisitedsome
friendstoplaygamestogetherandearnpointsinGameBus.
• Hildevisitedtheneighborhoodsupportpointthreetimesoftenthanshenormallydid
becauseofGameBus.When sheentered thebuilding shemadeapicturewith the
39
supervisorsas‘evidence’inGameBus.
• Tomasked visitors to have awalk around the residence park Eckertdal, insteadof
drinkingcoffeeintherestaurant.
8.1.3 Motivation
Asmentionedbefore,whengamificationconceptsareappliedininterventionsforpeoplewith
intellectualdisabilities,motivationisincreased.Performingcertainactivitiesisnotboringor
uninterestinganymore,butratherisfun.
“WhenIstartusingGameBusitisfuntocleanmyroomorhaveawalkduringtheday,
insteadofstayingathome.AlsoIliketovisitmyfriendsnowbecausethenIreceivemore
pointsinGameBus.”
Thereare twokindsofmotivation thatdrive clients toperforma certainactivity, intrinsic
motivationandextrinsicmotivation.Intrinsicallymotivatedactionsareactionsthatclientsdo
by themselves. In contrast, extrinsically motivated actions are actions that clients do to
achieveacertainrewardorgoal.Althoughintrinsicmotivationismuchstrongerthanextrinsic
motivation,itseemsthatclientswithintellectualdisabilitiesaremoresensitivetotheextrinsic
motivatorsGameBusoffers.
Thequestionnaireincludedaquestiononwhetherclientsbecamemoremotivatedbyusing
GameBusintheiractivities.Theresultsareshownbelow,andtheseresultswereinlinewith
theobservationsoftheresearcherandtheclientsupervisors.
40
Figure14:Resultsquestionnaire:Motivationincrease?
So, the overallmotivation to perform certain activities increased for 11 out of 14 clients.
Especially,becauseGameBusissomething“technicalandcool”,clientsfeelmoreconfident
duringthedaythattheyareabletousethistechnique.
8.2 Evaluationframework
8.2.1 EvaluationoftheoverallexperienceofGameBusbyclientsandclientsupervisors
8.2.1.1 Clientexperience
Generally, all fourteen clients claimed to have a positive experience with the GameBus
research.Theclientsdescribed(componentsof)GameBusasamusingandstimulatingfortheir
physicalactivities:
Question: “Howdoyouexperiencetheresearchsofar?
Response: “Ithinktheresearchisgoingwell.ThroughGameBusIamoutsidealot.”
Response: “I think it isanice researchand Iamveryexcitedabout it.GameBus
encouragesmetobehealthy.”
TheevaluationalsoaskedclientstoidentifywhattheylikedthemostaboutGameBus.Almost
all clients liked receivingmore insight into their physical activities during theday and the
0
1
2
3
4
5
6
7
8
Completelytrue
Mostlytrue Somewhattrue
Notcorrect/notincorrect
Largelyincorrect
Completelyfalse
N.A.
Mymotivationincreasedtodomore(physical)activitiesthroughGameBus?
Mymotivationincreasedtodomore(physical)activitiesthroughGameBus?
41
number of steps that was illustrated by the appMoves. Some clients liked the research
becausetheycouldreceivepointsbyplayinggamesduringtheday.
Question: “WhatdidyoureallylikeaboutGameBus?
Response: “Itwasfunnytoaskmyclientsupervisoreverytimeforawalkaround
theresidencepark.AttheendofthedayIreceivedalotofpoints,when
IenteredtheamountofstepsandkilometersinGameBus.AlsoIliketo
makepicturesofmushroomsinthemorningatthepark.SometimesI
alreadyhad1500stepswhenIcamebackhome.”
Response: “WhenIwenttobedatnight,IalwaysplayCogGamestogetasmany
pointsaspossible.”
Unfortunately, someclientswereable topinpointsomenegativeaspectsaboutGameBus.
However,mostofthecommentswererelatedtothedifficultyofthelastlevelsofCogGames
(i.e.,agamedevelopedwithphysicianstotrainmemoryandreactiontime)andthenumber
of levels they could play with CogGames. The interest in continuing to play CogGames
decreasedsharplyafterclientshadreachedaroundlevel18.Theothernegativeaspectsclients
mentioned during the researchwere device-specific issues. Older smartphones or tablets
especiallyhadsomeproblemswhilerunningGameBus.Severalclientscouldnotparticipatein
theresearchbecausetheirdevicesweretooold,ortheydidnothaveenoughcapacityontheir
devicestoinstallGameBusandCogGames.Thirteenclientsalsoinstalledapedometerontheir
phones,andagaintheoldersmartphoneshaddifficultiesinshowingtherightnumberofsteps.
Clientswerewarnedinadvancethatthepedometeronlygaveanindicationofthenumberof
stepseachday.Therefore,clientswerelessupsetwhentheseissuesoccurred.
Aftertheresearchaquestionnairewasdistributedtoclientswiththequestion“Wouldyou
like to keep using GameBus after my research?” Only two clients would rather not play
GameBusanylongeraftertheresearch.Foroneoftheseclients,thiswasduetoherphone
problems. It tookaround2hours to installGameBus,CogGamesandapedometeronher
phone,andafter1weektheappshadproblemsagain.Therefore,itisveryimportantthatall
appsareworkingwellbeforehand;otherwisechancesareveryhigh thatGameBusproject
failedforthisspecificclient.Atthismomentitisverydifficulttopredictwhethertheclient
42
hasaworkabledeviceornot.Therefore,itiswisetodetermineinadvancewhichdevicesare
compatiblewithGameBusandhowmuchspaceisnecessaryfortheinstallation.
Figure15:Resultsquestionnaire:WouldyouliketokeepusingGameBus?
Theresultsinthequestionnairewerepositiveandinlinewiththeinformationgatheredduring
theunstructuredinterviews.
Almostallproblemsweresystem-relatedproblemscausedbythecontinuousdevelopmentof
theappduringtheresearch.Itisimportantthattheappisstableandthatclearinstructions
areavailableifGameBusisintroducedfurtherintheorganizationinordertoavoidnegative
emotionsinclients.Theclientsareverysensitivetosmallerrorsandcouldeasilybeupset.
Insummary,theclientswereveryenthusiasticaboutGameBus,talkingaboutitandwanting
toimprovescores,andtheyfeltspecialbecausetheycouldparticipateintheresearchand
givevaluableinformation.
8.2.1.2 Clientsupervisorexperience
AllclientsupervisorsagreedontheusefulnessofobtainingGameBusasasupportedtoolfor
stimulating different kind of activities. They found that clients weremoremotivated and
0
1
2
3
4
Yesdefinitely Yes Idonotcare Norathernot Nodefinitlynot
WouldyouliketokeepusingGameBusaftermyresearch?
WouldyouliketokeepusingGameBusaftermyresearch?
43
overallreactedpositivelyinreachingtheirpresetgoals.Themostcriticalpointswereabout
thenumberofquestionsfromclientsduetotechnicalproblemswiththeappinthebeginning.
Therefore,alltechnicalquestionswereonlydiscussedwiththeresearcher.Bythelastthree
weeksthenumberofquestionshadalreadydecreasedsignificantly.Clientsupervisorswho
participatedintheteamwerebetteratsolvingthesebarriers,resultinginmoreclientsactively
participatingintheresearch.
MostclientsandclientsupervisorsextremelylikedtheideathatusingGameBuswouldgive
theclienttheabilitytomonitorphysicalactivitiesinagamingexperience.Clientsupervisors
likedtheideathatGameBuscouldbeanextrinsicmotivatortostimulatephysicalactivitiesfor
clients.TheyappreciatedthatGameBuscouldbeusedtostimulatesocialactivities,butalso
that GameBus could be used in the future for other (domestic) challenges. The role of
CogGamestomakechallengesmoreattractivewasalsoconfirmed.Theyconfirmedtheadded
value of monitoring physical activities because clients often overestimate their level of
physicalactivity.
Themajorityofclientsupervisorswereenthusiastic,givingfeedbackontheactivitylevelsof
clientsduringregularmeetings,butwereconcernedaboutthefactthatitcouldbetootime-
consuming.Itwillcostthemextratimetotracktheirownactivitiesandmonitortheprogress
of all their clients. Two client supervisors reported that theywould probablymonitor the
activitylevelsoftheirclientsinGameBus.Thosewhodidnot,mentionedthattheywantto
receivenotificationsorreceivepushinformationwhenactivitylevelschange.However,this
wasonlythecaseforclientswhohave24-hoursupportduringtheday.Clientsupervisorsfor
clientswhoonlyreceiveafewhoursofcareaweeksaidthatthiswasaviolationoftheprivacy
oftheclient.Providingfeedbackorotherformsofstimulationinbetweenmeetingswastoo
mucheffortfortheseclientsupervisors.Anotherideawastohaveautomaticallygenerated
feedbackmessageswhenclientsperformedacertaintask.
MoreinformationcanbefoundinappendixJ.
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8.2.2 Evaluationofclients’behaviorviatheReasonedActionApproach
8.2.2.1 Patternsandcontextofuse
NineclientsreportedthattheyhadintendedtouseGameBusmorethantheyhad,butforgot
touseit.Generally,thesewereclientswithwhomtheclientsupervisorhadlittleinvolvement
intheresearch.Therewassomedisappointmentamongtheclientsthattheydidnotmanage
touseGameBusonaregularbasis.Theclientswhodidnotreportthiswereingeneralclients
withwhomtheclientsupervisorwasactivelyinvolvedintheresearch,i.e.,participatinginthe
teamordiscussingGameBus.
HildeandTomreportedusingtheappsonadailybasis.TomusedEndomondoandMoves
everydaytotrackhisphysicalmovementsandmanuallyenteredallhisresultsinGameBus.
Sometimes Tom needed some help to calculate the number of seconds. Tom also visited
unknown elderly clients once aweek in order to receive points in GameBus. Peoplewho
already visitedhimonaweeklybasiswereasked to takea social selfie. Tomasked client
supervisorsatthedaycareactivitytotakeawalkwithhimduringthebreak.Weeklyweighing
momentswereintroducedwithhisclientsupervisorinordertocheckhisweightloss.Tomhas
concocted another challenge to lose weight: reducing the amount of cola he drinks and
increasingtheamountofwater.After4weekshereporteda2.5-kiloweightloss,whichmade
him even more motivated to perform physical activities! He reported during one of the
interviews:
“GameBuswasthelastnudgetoahealthierlifestyle.Itwasdifficultformetostopdrinking
threelitersofcolaaday,butGameBusstimulatesmetodrinkmorewaterinsteadofcola.”
CogGameswasusedonadailybasis inorder to receivemorepoints.Whenhe reacheda
maximum level, he removed CogGames from his phone, installed it again, and started
receivingpointsagain.TomwasabletointegrateGameBusintohisdailylife.
Hilde visited the WSP (neighborhood support) Woensel three times a week and was
stimulatedtotakesocialselfieswiththesupervisorsandpullfunnyfaces.Duringtheresearch
shevisittheWSP2timesmoreoftenthannormalinordertoreceivemorepointsinGameBus.
Theclientsupervisorcouldusetheseextramomentstotalkaboutpersonalproblems.Hilde
45
wasthemostactiveclientwithCogGames.Sheplayedeverydayforabout2hoursbecause
sheenjoyedthegamesverymuch.ShealsoreportedthatitwasveryenjoyabletouseMoves
andEndomondotogiveher insight intoherphysicalactivities.Shecheckedthenumberof
stepsshetookonadailybasisandentereditinGameBus.Shealsoreportedthatshewalked
morethannormal,butthisisdoubtful.
Anoukwas reallyenthusiastic in thebeginningabout trackingherphysical conditionswith
EndomondoandMoves.Sheworeherphonethewholeday.Inthebeginning,sheentered
thenumberofstepsinGameBustoreceivepoints,butphoneproblemswerethemainreason
thatshestoppeddoingthis.ShewasalsonotabletoinstallCogGamesonherphone.Shestill
usedEndomondoandMovestotrackherphysicalconditions,butpointswerecalculatedon
paper. Other agreements with her client supervisor were made to earn points, namely
cleaningherroomandgettingupontime.Apictureofhercleanedroomwasshowntothe
supervisorinordertoreceiveherpoints.
Peter did not use the actual app because itwas too complicated to enter all his physical
activitiesinGameBus.HealsousedMovesandEndomondototrackhisphysicalconditions.
During the week he worked hard and therefore arrived at home around 5:30PM. In
consultationwiththeclientsupervisor,itwasdecidedthatitwastoolate,toodark,andtoo
cooltogooutsideatthattimeoftheday;therefore,hedidsomephysicalexerciseduringthe
weekends.HeusedEndomondoandMovesat leastonedayaweek.HeplayedCogGames
everydayuntilhereachedhismaximumlevel.Otheragreementswithhisclientsupervisor
weremadetoearnpoints.Insteadofplayingvideogamesalone,heearnedpointswhenhe
visitedfriendsandplayedgamestogetherordidanotheractivitytogether.Again,apicture
wasshowninordertoreceivehispoints.
NikkiandAnkewerecognitively,sociallyoremotionallytoolimitedtousetheGameBusapp.
Nikki’sIQwasnotaslowasthatofAnke,buthersocial-emotionalbehaviorwastoolimited
tocontactotherpeople.Herlegalrepresentativehasforbiddenherfrommakingcontactwith
otherpeople,sothesocialcomponentofGameBuswasimpossibletofulfill.However,physical
improvementwasdesirable.Endomondowasusedtoregistersomephysicalactivityatleast
twotimesaweekforatleast20minutes.Nikkiwasallowedtomovefreelythroughoutthe
46
residence park and therefore able to fulfill this challenge. However, she needed a lot of
supporttodothis.
However,Nikkiwasnotabletomovefreelyandneededconstantsupervision.Allactivities
wereperformed ingroups.Therewasnopossibilityofhavingawalk freely forat least20
minutesatherhomeandherdaytimeactivity.Therefore,Endomondowasused2timesa
weekatthedaytimeactivityinordertoregisterherphysicalactivityatanexercisebike.When
shefinished,shegotastickerfromtheclientsupervisors.
8.2.2.2 Contextofuse(time,location,andenvironment)
Therewasahugedifferenceintheusagetimethroughoutthedaybetweenclients.
“IstartusingGameBusduringthefirstbreakat10:30AMtowalkaroundtheresidencepark.
WhenIambackhomearound2:30PMIplaysomeCogGames,andafterdinerhaveawalk
withmymotheraroundtheresidencepark.”
“IonlyusedGameBuswhenmyclientsupervisoraskedmetousetheexercisebikeduringmy
daytimeactivities.Thisisnormallyafterlunch.”
“IonlyusedGameBusduringtheweekends.NormallyonSaturdayifIgotothecitywithmy
parents.”
MostclientsreportedthattheyusedGameBusimmediatelyaftercominghomefromdaytime
activitiesorwork.OtherclientspreferredtoplaysomeCogGamestorelaxjustbeforesleep.
ClientsalsoreportedusingCogGamesduringabreakatworkortheirdaytimeactivities.
Thefindingsaresummarizedinthefollowingtable.
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Table6:Summarytime,frequencyandlocationofusefordifferentscenarios
HildeTom
Anouk Peter NikkiAnke
Time CogGames:morning,lunchbreak,beforebedtimePhysical:coffeebreak,afterdaycare/work
CogGames:intheweekend,beforeandafterschoolPhysical:especiallyweekends
OntheweekendsPhysical:weekends
Whenclientsupervisorasktheclienttodoitduringdaytimeactivities
Frequency 7timesaweek 3-4timesaweek CogGames:everydayEndomondo:1timeaweek
2timesaweek
Location Everywhere Athome Athome Daycare
So, clientsusedGameBus indifferentwaysatdifferent times,dependingon theirhousing
situation.SomeclientsattheresidenceparkswereabletouseGameBuseverydaybecause
theyhadsufficienttime.Moreindependentclients,whoalsoliveindependentoratagroup
home,didnotdailyuseGameBusduetotheirbusyschedule(e.g.,schoolorwork).Clients
withalowIQonlyusedGameBus,whentheirclientsupervisorremembered.
8.2.2.3 Busylivesandroutines
Clientsupervisorsreportedthat itwasasignificantfactorforsuccess ifGameBuscouldbe
integratedbyoperantconditioningintothelifestyleofaclient.Clientsmentionedthatthey
only could use GameBus regularly if they had a routine. Some clients reported some
disappointmentwiththemselvesfornotusingGameBusasmuchastheyintended.
HildeandTomhadenoughtimetoplayGameBusduringthedayandmadeitpartoftheir
dailyroutine.Theydidn’tneedsupportfromtheirclientsupervisor.
Anoukgoestoschoolduringthedayandisnotallowedtouseherphonethere.Herclient
supervisorusedGameBustomotivateAnoukandaddedGameBustoherdailyroutineand
thereforeshesuccessfullyusedit(i.e.,moremotivationforphysicalandotheractivities).
48
BecauseofPeter’sbusyworkroutine,heisnotabletouseGameBusduringtheday.However,
heisabletouseitintheeveningandontheweekends.HeisabletouseGameBusalonebut
heneededaspecificroadmapandawell-functioningapp.GameBuswasputonhispictoline
(i.e.,linewithpicturesofactivitiestodo),soherememberedtouseit.Infuture,hecanalso
useadigitalcalendarwithpushmessages.
AnkeisnotabletouseGameBusalonebecauseofhercognitivelevel.IfAnkeneedsphysical
exercise, the client supervisor should include this inherdayprogram.Nikki is able touse
Endomondo and Moves but her social/emotional status has a negative impact on her
motivation.TheclientsupervisorshouldstimulatehereverydayinorderforNikkitoperform
herphysicalactivities.GameBushelpedtoimprovethismotivationasmallamountandwas
includedinherdayprogramtwotimesaweek
8.2.2.4 Intensionsanddisappointment
Afewclientsshoweddifferentintentionsinthebeginningthanattheend.Oneclientreported
thefollowing:
“Iwanttowalkatleast30minuteseverydaytolosemoreweight.Iwillwalkwithmydog
everyday.”
However,itturnedoutinpracticethatshedidnotwalkatallforthreeweeks.Herdogwaslet
outbyafriendeveryday.Despiteherownintention,shewasnotabletotakeawalkathome.
Duringthelastinterviewshestillhadthesameintentionasinthebeginning,buttherewas
nobodytostimulateherwhenshewasathome.Shesimplyforgotiteverytime.
Anotherclientshowedlowself-beliefinhercapacitytodophysicalactivities.
“Itisreallydifficultformetowalkseveraltimesaweek.Iprefertowatchtelevision.”
However,duringthelastinterviewshereportedthatsheactuallyenjoyedusingGameBusand
thatshewalkedseveraltimesaweektohavemoresteps.
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“IquiteenjoyedGameBus.Itfeltgoodtolosesomeweight,insteadofwatchingtelevisionat
home.”
Finally, she reportedan increase inself-efficacyand increasedmotivation.Again, it isvery
importanttorememberclientsaboutGameBuseverydayuntilitispartofthedailyroutine.
8.2.2.5 Otherpeople
SomeclientsreportedthatclientsupervisorsinfluencedtheiruseofGameBus.Forinstance,
oneclientsupervisorintroducedthesubjectofGameBusduringdailymeetingstokeepthe
clientmotivated.
Threeclientsupervisorsreportedthattheirclientswereproudtotellanyoneatschoolorwork
thattheyparticipatedinaresearchstudy.Clientsgotthefeelingthattheywere“special”and
askedotherpeopleiftheyalsowantedtoinstalltheapp.However,thisdidnotdirectlymean
thattheywantedtoplayonthesameteam.Othersupervisorsplayedwellwiththisbyasking
oftenabouttheprogress.
8.2.2.6 Appdesign
MostclientsreportedthatGameBuswaswelldesignedandhelpedthemtobemoresocially,
cognitivelyandphysicallyactive.Someclientsexperiencedsomedifficultieswiththedifferent
languagesintheavailableapp.
Severalclientsupervisorspointedout thatGameBusneededmorevisualcharacteristics to
reachawideraudience.Manyclientshavereadingproblems,andabettervisualaspect is
thereforemoreaccessibleforclients.
Almostallclientsreportedthatitwasannoyingtoseethenumberofpointsofotherteams
theydidnotknow.Althoughitwasclearlydescribedthattheseteamswerenotpartofthe
study,clientsfounditdifficultnottoseetheseotherteams.
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8.2.2.7 Coreconcern
Inparagraph3.5,sixclientcategoriesweredefinedwithinLunetzorg.Thesecategorieswere
keptinmindduringthefirststagesoftheresearch.However,Lunetzorghasawidevarietyof
clients livingatdifferent locations,whichmade it impossible toconceptualize toonecore
category.
Clientswereselectedbasedoninterviewswithmanagersand(client)supervisors,takeninto
account the predefined conditions (e.g., technical requirements). Most clients began the
researchwiththeintentiontoloseweightorplaycognitivegames.Twousersdidnotwantto
useGameBusanymoreafter4usesbecauseofalackofmotivationorinsufficientchallenges.
For the remaining clients, it was impossible to define one core concern. Additionally, it
required somephone skills ormathematical skills in order to perform specific challenges.
DependingonIQlevelandsmartphoneabilities,twomaingroupswereformed:
- Clientswhoactuallyusedthenewapp.
- ClientswhoonlyusedcertainGameBusconcepts,butnotthenewappitself.
ClientswhodidnotusethenovelGameBusappcouldprobablyuseawell-functioningappin
future. Both main groups could also be divided into two subgroups according to their
capabilities or phone restrictions, resulting in four different use caseswith corresponding
personas(seefigure17).
51
Figure16:Definedcorecategories
So,fourdifferentusecaseswereidentifiedviatheRAA.Category1and2actuallyusedthe
appGameBus.Category3and4onlyusedGameBusprinciplesandtrackingapps,butnotthe
actualGameBusapp.Forexample,theyusedapedometertotrackphysicalactivity,andpoints
werecalculatedonpaperinsteadofinGameBus.
Category1usedGameBuscompletely,as itwas intended.Category2was intendedtouse
GameBus completely, however some technical problems causeda slightly differentuseof
GameBus.However,ifcategory2hadagoodsmartphone,category1and2couldbetreated
inthesameway.Category3alsousedallconceptsofGameBus,howevertheregistrationof
pointswas tocomplicated for them inGameBus.Their registrationofpointswasdoneon
paper. Category 4 could only track physical activities. The four identified use cases are
summarizedintable6.
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Table7:Summaryusecases
MadeuseofGameBusapp DidnotmakeuseofGameBusCorecategory1:HildeTom
Corecategory2:Anouk
Corecategory3:Peter
Corecategory4:NikkiAnke
Physical:Endomondo,MovesCognitive:CogGamesSocial:visitfamilymembers,meetnewpeople,competeinteams,stimulateeachother
Physical:Endomondo,MovesCognitive:-Social:playwithclientsupervisor,stimulateeachother
Physical:Endomondo,MovesCognitive:CogGamesSocial:playwithfriendsandclientsupervisor,playtogether
Physical:MovesCognitive:-Social:-
8.2.3 Evaluationofotherhealthgamificationfactors
8.2.3.1 Teams
Duringtheresearchmanyclientsdescribedhowtheirclientsupervisorservedasanexample
forthem.Therefore,clientsandclientsupervisorswereputtogetherinoneteam,sotheclient
could compare their resultswith the client supervisor. In somecases, the researcher (i.e.,
MaartenKooijman)actasaclientsupervisor,becausesomeclientsupervisorsweretobusy
ordidnotwanttoparticipateintheresearchyet.Therefore,hereplacedthem.
GameBusdisplayspointscompared tootherpeople.Clientsearnpointsandare ranked in
descendingorder.Comparingclients’scores inthiswayprovokescompetition,andclients’
self-esteemchanges.
“Thekeyideaistoletpeopleplaythedifferentgamestheyenjoytrulyasanindividual,insuch
away that theyarepartof an integrated social interaction” (VanGorp, 2015).As already
describedbefore,GameBususerscancommittochallengesasateamthatfavortheirhealth
directly.Thisconceptwasdiscussedwithallmanagersandclientsupervisors.However,many
peoplegavethefollowingreaction:
53
“Playinginteamsandseeingscoresofotherpeoplecouldhaveanegativeimpactonthe
motivationofclientsandthenthepositiveimpactofGameBusisovershadowedbythe
negativeimpactofseeingscoresofotherpeople.”
Theseexpectationswerekept inmindduring theentire researchprocessbutnoalarming
resultswerefound.Attheend,fourteenclientsansweredthequestionnaire,whichaskedwho
theylikedtoplaywithinateam.Multipleanswerswerepossible,withthefollowingresults:
Figure17:Resultsquestionnaire:WithwhomdoyouliketoplayGameBus?
Only one client reported that she wanted to play GameBus alone, but she was actually
participatinginagroup.Sheprobablymisunderstoodthequestion.Allclientsdescribedhow
they wanted to play GameBus with friends/acquaintance or their client supervisor. The
motivationlevelswerealsomonitoredduringtheresearchandnoevidencewasfoundthat
playinginsmallorbigteamscausednegativeemotions,aslongastheclientsupervisorskept
givingcomplimentstotheclients.
Furthermore,theteamcompositionisexaminedinmoredetail.Ingeneral,stimulatingeach
otherhasapositiveeffectontheperformanceofanindividualclient.However,threemain
categorieswereidentified:
0123456789
10
Withmyfamily Withfriends/acquaintances
Withmyclientsupervisor
WithotherclientsofLunetzorg
Alone
WithwhowouldyouliketoplayGameBus?
WithwhowouldyouliketoplayGameBus?
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Table8:Teamcompositiondifferentclients
Category1 Category2 Category3Clients -Youngclient(age<30)with
behavioralproblemsandIQ>80;-Retardedclient(age30-65),liveindependent,IQ70-85.
-Adultclient(age30-65),IQ60-80
-Adultclient(age18-65),IQ40-60
Teamformation Playinteamsincludingclientsupervisor,familymembers,friends,otherclients
Smallteams,e.g.,clientsupervisorand1-2familymembersorgoodfriends
Only1team:client+clientsupervisor
ItisstrikingthattheIQlevelisanimportantfactorinthesizeoftheteam.ThelowertheIQ,
thesmallertheteam.Clientsof‘category3’areonlyabletoplayGameBuswiththeirclient
supervisor.Additionofanextraplayerhasnoaddedvalue,becauseitistocomplicateforthe
client.Theclientsupervisoristheidealpersonforthis,becauseclientsupervisorsservesasan
example/rolemodelforclients.
ClientswithanIQbetween60–80canhandlecollaboration,butitistoocomplicatedforthem
ifmorethan3-4peoplejoinateam.Especiallytheseclientsreportedthattheyweredistracted
bythepresenceofotherteamsinthescoringtable.
ClientswithanIQ>80canjoinseveralteams,indifferentsettings,withdifferentchallenges.
However,challengesshouldbeorganizedforoneortwocommongoals(e.g.,increasephysical
health).
8.2.3.2 Physicalactivitypromotion
Althoughclientsupervisorsknowthatclientsshouldimprovetheirlifestyles(e.g.,eathealthier
orimprovephysicalactivity),consequentlypromotingandteachingtheclientsischallenging.
Question:“Didyounoticeanincreaseinweightduringthelastcoupleofyearsforyour
client?Ifyes,whatdoyoudotoreducehisweightgain?
Answer:“Theweightofmyclientincreasestenkilosinlasttwoyears.Sometimeswetalk
abouthisweight,butIamnotconsequentlypromotinghealthybehavior.Ionlyseehimafew
hoursaweek,andIdon’tknowhowtomotivatehim.”
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People with mental disabilities experience more problems in becoming physically active.
Therefore, client supervisors should promote and teach their clients who have additional
problems in meeting these challenges more, by providing more support for performing
physical activities. Additionally, for clients with an intellectual disability, it appears that
physicalactivitiesensurethattheyarelessdependentonsupportandthatthereislessofa
chanceofbehavioralproblems.Healthinsurersrecognizethisandin2012fundedtheproject
“bewegenbiedtpreventie”.Themaincomponentsofthisprojectwere:
- Offeringclassesforallclientsupervisors.
- Implementationofthe“handboekbewegen”withmanyexamplesandideastoentice
clientstosportsandexercise.
- AdoptingphysicalactivitiesasapermanentfeatureofthePersonalPlan.
Therefore,the“handboekbewegen”andsomePersonalPlanswerecheckedinmoredetailto
seewhethersomeaspectsfromthisprojectwererecognizedinthesedocuments.Lunetzorg
indeeddevelopeda “handboekbewegen”,but it is really focusedon clientswithmultiple
disabilities.Mostexercisesaretoochildishforpeoplewithmiddleandmildmentaldisabilities.
The document shows just some basic examples of games to play, and there is a lack of
informationabouthowtointegratethisindailylifeorhowtosupporttheseactivitiesindaily
life.Additionally,3PersonalPlanswere read (between53–97pagesperplan!) todetect
whetherphysicalactivitieswereincluded.IntwooutofthethreePersonalPlans,something
wasmentionedabout stimulatingorperformingphysical activities. Inboth thesePersonal
Plans,onlyonesentencewasincludedintheplan:
“Clientswims1xperweekatthelocomotivecenterwithmotherbecausesupervisorscannot
offerone-on-oneassistancewiththeclienttoundress.”
AND
“HelpmewithfindingrecipesandphysicalactivitiesthatensurethatIcanloseweightand
makesurethatIwillloseweight.”
ItseemsthatstimulatingandperformingphysicalactivitiesisnotamainpartofthePersonal
Plan.Clientsupervisorscouldnotexplainwhatconcretestepstheytaketostimulatetheclient
intheirphysicalactivities.Tocombattheinactivityofclientswithintellectualdisabilities, it
56
would be advisable for a client supervisor to consider physical activities as “medicine”;
physicalactivityindailyactivitiesshouldbeseenanddealtwithinthesamewayasdoctors
andnursesdoformedicalinterventions.
8.2.3.3 Goalsetting
Clientsupervisorswereuncertainwhethertheyweretherightpersontohelpwithgoal-setting
fordailyactivities.Theyindicatethat2-3peoplecouldberesponsibleforthewholeGameBus
process (e.g., the innovation team), instead of all client supervisors in the organization.
Additionally,theymentionedthatchallengesandgoalsshouldbetailoredtotheindividual
client,andthatphysicalcomplaintsandlackoftimeshouldbetakenintoaccountwhensetting
specificgoals.
ItwillbeagreatopportunityforLunetzorgtomakeGameBuspartofthedailylifeofaclient.
Opportunities lay intheconnectionwiththepersonalplanofaclient. Inthepersonalplan
there are also social, physical and cognitive goals described, which can be linked with
challengesinGameBustoincreasemotivationofclients.Afewclientsupervisorssuggested
toaddalsootheractivitiesorapps,likenutritionappsordomesticactivities(e.g.,cleanroom).
8.2.3.4 Presentationofinformation
Generally,allintervieweesfoundthatthedatawereclearlypresented,buttheinformationof
otherunknownteamsorchallengesshouldbehidden.
“Ireallylikedtoseehowmyteam(WSPWoenselgroupA)isdoing.Ireallylikedtoseehow
theotherteamisdoing(WSPWoenselgroupB),butitisconfusingandvisibleunattractiveto
seethescoresofstrangers.Thiswillhaveanegativeimpactontheperformanceofmy
team.”
Additionally,clientsupervisorsmentionedthatthedescriptionofchallengeswastoolargeand
couldbecomplicatedforclientswithreadingproblems.Amorevisualrepresentationcould
helpwiththisproblem.
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9. DiscussionTherehasbeenmuchresearchonphysicalactivityinterventionsinprimarycare.Accordingto
Hillsdonetal.(2005),aneffectiveinterventiontoincreasephysicalactivitiesincludesatleast
achievable goals, follow-up meetings to discuss progress and targeted information. The
chancesofaneffectiveinterventionaregrowingrapidly,asinterventionsarebasedonhealth
behaviorchangetheory(Abraham&Michie,2008).VanAchterbergetal.(2011)alsonoted
that individual tailored feedbackaboutphysical activities givesbetter results thangeneral
information.Interventionsforpeoplewithmentaldisabilitiesshouldreachbeyondonevisita
weekormonthtoaphysiotherapist;theyshouldbeintegratedintopeople’sdailylives.Health
status,self-efficacy,motivation,ageandsexaredeterminantsassociatedtophysicalactivity.
Therefore, there is an emerging need for physical interventions that are tailored to these
specificdeterminants.GameBusalreadydifferentiatesinageandsex,butthisresearchshows
thatself-efficacyandmotivationarealsoimprovedusingGameBus.
TheGameBus research showed a positive outcome in the increase in social, physical and
cognitive activitieswhen clients used the apps in daily life.Other physical activity studies
described moderate positive effects in the short term (Neidrick et al, 2012). From the
GameBus research it canbeconcluded that self-monitoring, gamification,goal-settingand
feedbackarethemostpowerfulfactorsintheresearch.Thesefindingsareinlinewithfindings
inotherreviews.Bravataetal.(2007)alsofoundthatanincreaseinphysicalactivitylevelsis
reachedthroughtheuseofpedometers.Additionally,whenself-monitoringiscombinedwith
feedbackthroughclientsupervisors,theseinterventionsalsoarecost-effective(Leungetal.,
2012).Clientsupervisorsplayanimportantroleinsocialnetworksforpeoplewithintellectual
disabilities. In a studyby vanAsselt-Govertset al. (2015), itwas found that thequalityof
contactwithaclientsupervisorisoneofthemostimportantfactorsfortheoverallwellbeing
of clients with intellectual disabilities. According to Hermsen et al. (2014), a high-quality
interpersonalrelationshipbetweentheclientandclientsupervisorispartofthe“professional
lovingcare”.Thenumberoffriends,familymembersorotheracquaintancesisalsoimportant
fortheclient’ssatisfaction level.Additionally,thenetworkoffamilymembers isextremely
important foraclientwith intellectualdisabilities.ViaGameBus,clientscanbecomemore
involvedintheirfamilyandfamilymemberscanprovidepracticalandemotionalsupport.This
58
factorisalsorelatedtotheperceivedqualityoflifefortheclients.Itshouldbenotedthatthe
researcher (i.e.,MaartenKooijman)actasa supervisorduring this research,because time
constraintsorlackofinformationabouttheprojectofotherclientsupervisors.Hewasable
tocoordinateGameBusforaround20clientsofLunetzorg.Thequalityofcontactbetween
clientandclientsupervisorswasanimportantfactorforthesuccessofGameBus.Theideal
solution is thatall client supervisorswill coordinate theGameBusproject for their clients,
howevertheexpectationisthatthiswillbetomuchtimeconsuming.Analternativeistomake
twopeopleresponsibleintheorganizationforGameBus,andseehowfamilymembersand
friendscouldbeinvolvedinthisprocess.Byinvolvingfamilymembersinthecareprocessvia
GameBus,somecaretaskscouldberemovedfromtheclientsupervisor.Sinceonlyonefamily
hasbeeninvolvedinthisresearch,thiscompletionneedfurtherresearch.
Behavior change strategiesaremoreeffective thancognitive strategies inphysical activity
behaviorchange(Connetal.,2011).GameBusintegratedmanybehavioralaspects(i.e.,goal-
setting, self-monitoring) and can be used as a health education tool. However, health
educationdoesnot increasephysicalactivity levelsperse,probablybecausemanypeople
already know the physical benefits of exercise (Conn, Hafdahl, & Mehr, 2011). Client
supervisorsmentionedthattheyhadalreadydiscussedthebenefitsofphysicalexerciseoften
withclientsbeforetheresearchbegan.GameBuscouldpossiblybethelastnudgeandamore
attractiveway (i.e., becauseof gamification elements) to change the social, cognitive and
physicalbehavioroftheclients.
During the first interviewswith clients and client supervisors, itwas askedwhat behavior
should be changed and how. A broad variety of options were given to change physical,
cognitiveorsocialbehaviordependingoneachperson’swishesandcapabilities.Someclients
increasedtheirphysicalactivitiesenormouslyandcreatednewphysicalactivityhabits.These
newphysicalhabitsshould fit intodailyroutinesandareofgreat importanceforbehavior
change(Gradneretal.,2012).Clientsupervisorsshouldputemphasisonembeddingthese
activitiesindailyroutines,repeatingcertainbehavioroverandoveragainuntilitispartofthe
daily routine of a client. Further research is needed to identify which specific
activities/challengesareeffectiveforclientsofLunetzorg.
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GameBusisapromisingandambitiousproject.WithGameBus,Lunetzorgcanincreasethe
motivationofclients,involvefamilyandfriendsinthecareprocess,makeclientsmoreaware
of their (health) behavior, increase self-confidence of clients, or stimulate clients in an
attractiveway.Unfortunately,sometechnicalproblemsoccurredduringtheresearchandthe
user interfacewas not developed enough to testwith clientswith low cognitive abilities.
Ideally,theresearchwouldbecarriedoutwithafullyworkingapptotestonallclients.This
goalwasnotachievedduetotechnicaldevelopmentsduringtheresearch.Therefore,some
clientsdidnotusetheactualGameBusapp,butGameBusconceptsweretested(e.g.,reward
healthy behavior on paper).When a fullworkable version is available, clients can test all
available features over a longer period. However, the present research gave a good first
impressionaboutthepossibilitiesforGameBusinanenvironmentforpeoplewithintellectual
disabilities.Also, theactual testingperiodwas shorter thanexpected,because it required
muchtimetofirstspeakwithallmanagers,coordinatingsupervisorsandclientsupervisors
before the research could start with the clients. Still, further research is needed to see
whethertheseresultsapplyforallclientsandoveralongerperiod.
Asalreadymentionedbefore, clientswith lowcognitiveabilities (IQ<60)didnotuse the
actualGameBusapp.WhentheGameBusappworkscompletely,itcanalsobetestedonthis
groupofclientswhetherGameBusisalsosuccessfulforthem.Onethingiscertain:rewarding
healthybehaviorforthisgroupiseffective!
Analternativecouldbetoaddressphysicalactivitiesmorebroadly.Severalhousesinavillage
canjoinforcestoperformphysicalactivitiestogether.Thisdoesreducetheworkloadforall
clientsupervisors.Insteadofthattheclientsupervisorhasanindividualwalkwithaclient,the
clientsupervisorcanalsowalkwithalargergroupofclients.Indeed,notallclientcanwalk
independently and need constant supervision. Of course, healthcare organizations can
encourage family members to help the client to accomplish their preset challenges in
GameBus.During this research, one familywas involved in the researchand inpractice it
turnedoutthattheclientstimulatedfamilymembersduringtheirweeklyvisitstohaveawalk
together.
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ThepresenceofasmartphonewithInternetaccesswasnotascommonasinthe“normal”
world.Astheseverityofthedisabilityincreases,thepercentageofclientswithsmartphones
decreases.However,smartphoneusageamongretardedclientsseemstobeveryhigh(80%),
andthenumberamongyoungerclients(e.g.,clientsatDuizelwijk) isalsoquitehigh(65%).
Thenumberofsmartphonesforothermildlyintellectuallydisabledpeopleseemstobequite
low(30%)butisincreasingeverymonth.Thesenumbersareobtainedfromasmallsample,
anditwasunsurewhetherthesenumberswererepresentativeforthewholepopulationof
Lunetzorg.Furtherresearchisneededtoverifytheseresultsoverthewholepopulationof
Lunetzorg.
After the research all measured results and insights were incorporated in the Value
PropositionCanvastodescribeclient/clientsupervisorneedsandtheaddedvalueofGameBus
inaclearmanner.
Figure18:ValuePropositionCanvas
Clientsupervisorsrecognizea lackofphysical,socialandcognitiveactivities,butnotmuch
timeisspentduringtheregularmeetingsbetweenclientsandsupervisorsonstimulatingthis.
Therefore, the use of GameBus to stimulate clients in an attractive way was considered
valuable.GameBuscanbeanattractivewaytostimulatehealthybehavior,butitcanalsobe
61
usedasadditionaltooltoassistsclientswiththeirpersonalgoalsasdescribedintheirpersonal
plan.ThroughtheuseGameBus,Lunetzorgpositionsitselfalsoasaninnovativeorganization
comparedtootherhealthcareorganizations.
AnotheradvantageforLunetisthatfamilymembersaremoreinvolvedinthecare.Together
with familymembers, challenges can be formulated,which can then help relatives in the
supportofthesechallenges.Wehaveseenthatthebudgetforaclientdeclinesto25%this
year,andalsothedemandforcare forpeoplewith intellectualdisabilities is increasing. In
ordertocontinueprovidingthesamecare,addingGameBusandfamilymemberscouldbea
solutiontodeliverthesamecarewithlessmoney.However,furtherresearchisneededto
quantifybenefitsforLunetzorg.
62
10. Conclusion
ThemainconclusionisthatthelevelofIQandtheextentoftelephoneskillsarethekeyfactors
for the use of GameBus. Clients with an IQ below 40 are definitely not able to use any
componentsofGameBus.Additionally,GameBuscannotbeusedbyclientswhodonothave
sufficientphoneskills(i.e.,abletotakepictures,uploadpicturestoGameBus,switchbetween
menus,enterinformationintheapp,etc.).
Basedontheresults,GameBuscouldbeappliedinthreedifferentways.Thisarethefirstthree
promisingusecasesforLunetzorg,iftheywanttouseGameBus.Thefirstusecaseconsistsof
youngclients(age<30)withbehavioralproblemsandIQ>80,oraretardedclientwholives
independently(age30–65)andIQ70–85.Theyplayinateamwiththeirclientsupervisor,
familymembers,friendsandotherclients.Thesecondusecaseconsistsofadultclients(age
30–65)andanIQbetween60–80.Theyplayinsmallerteams(e.g.,clientsupervisorand1-
2familymembersorfriends).Thelastusecaseconsistsofadultclients(age18–65)andan
IQbetween40–60.Theycanonlyplayin1teamwithclientandclientsupervisor.Figure20
showsagraphicalrepresentationabouthowtheseusescaseswerefound,andtableXgivesa
moredetailedsummaryaboutthedifferencesoftheseusescases.
Figure19:FirstthreepromisingusecasesLunetzorg
63
GameBususagewasevaluatedonseveralfactors,resultinginthesethreepromisingusecases.
Thefindingsshowedthatthemotivationtoperformphysical,socialandcognitiveactivitiesis
increasedenormously.Manypositiveresultswerefoundandsomeclientsactuallylostsome
weight.However,itiscurrentlydifficulttopredictwhetherthemotivationwillremainhigh
foralongerperiod.
GameBus was not only tested for physical, cognitive and social activities, but also other
activities,forexample,cleaningone’sroom,beingontimetothedaycareactivityordrinking
more water instead of cola. The conclusion was that the use of GameBus requires
customization,butmotivationandself-esteemisincreased.Additionally,theinvolvementin
ateamwiththeclientsupervisorhadpositiveeffectsontheresults.
However,manyclientswithanIQbelow60neededconstantsupervision.Therefore,theclient
couldnotfulfillallthephysicalchallenges.Someclientswereputonanexercisebiketoearn
points inGameBus. Further development for these clients should be focused on the user
interface, notifications and easy-to-use wearable tracking devices. These clients found it
difficulttounderstandtheappbecauseofreadingproblems.Onlythroughtheuseofoperant
conditioningwereclientsabletoregistersomeactivities.Clientsupervisorscouldalsoregister
theactivities,butthisneedsfurtherresearchabouttheconsequences.
Furthermore,clientsupervisorssuggestedthattheinnovationteamcouldplayaroleinthese
activities.Fourclientsupervisorswerenotconvincedthattheyshouldbeintegratedinthe
teamofaclient;theysaidthisisanimportantroleforfamily,friendsortheinnovationteam.
Finally,GameBusenablesclients,clientsupervisorsandfamilymemberstostimulate,monitor
andsupporteachotherinhealthybehaviorandexecuting(domestic)activitiesthroughshared
activities and challenges. Additionally, GameBus provided data for client supervisors,
increasedmotivationandself-esteemforclientsand,lastbutnotleast,increasedthejoyof
clients.ThisshouldbefullytestedwithanexpandedandstableversionofGameBus.
64
Table9:DifferencesusescasesLunetzorg
1stpromisingusecase 2ndpromisingusecase 3rdpromisingusecase
Targetgroup
Youngclient(age<30)withbehavioralproblemsand
IQ>80OR
Retardedclient,livesindependently(age30–65)andIQbetween70-
85
Adultclient(age30–65)andIQbetween60–80(mildmentaldisability)
Adultclient(age18–65)andIQbetween40–60((mild)
mentaldisability)
ApplicationGameBus
Playinteamsincludingclientsupervisor,familymembers,
friends,otherclients
Smallteams,e.g.clientsupervisorand1-2familymembersorgoodfriends
Only1team:client+clientsupervisor
Physicalactivities
UseEndomo,Strava,RunkeeperorPedometer,otherphysicalactivities
(e.g.,swimming)
UseEndomo,Strava,RunkeeperorPedometer,otherphysicalactivities
Advice:onlyusepedometer.Otherformsoftrackingcouldbetoocomplicated.Otherphysicalactivitiesadvisedby
physiotherapist.Social
activitiesExtensive:
-Visitfriends,family,clients-Takepictureswithotherclients-Dothingstogether-Stimulateteammembers-Helpotherseverelylimitedclientswithactivities-Visitneighborhoodsupport(WSP)
Moderate:-Dothingstogether(e.g.,walk,playgames)-Visitfriends
Limited:-Dothingstogetherwithclientsupervisor
Otheractivities
Householdchores,prepareamealforsomeoneelse
Beontime,followdailyprogram
Householdchores,accomplishagreements
Rewards Points,smallpricestobediscussed. Points,smallpricestobediscussed.
Directrewards,rewardparticipationofclient
EaseofUse Clientisabletosolveproblemsafterfirstintroduction.
Clientrepeatswhathehasseenbutisabletosolvesomesmallproblems
Clientrepeatswhathehasseen(operantconditioning)
Cost Low:Familymembercouldbe
responsibleforimplementation.Littleextratimeisneededduringmeetingswithclientsupervisor.
Average:Importantroleforclientsupervisor;shouldstayconnectedwithclient.
High:Continuemonitoringof
progress.
Benefits -Healthierlifestyle-Clientenvironmentmoreinvolvedincare-Receivemorevisitsandcarefromfriendsandfamily(moreintegration)-Increasedmotivationfortheclient-Supportrewardsystem-Clienthascloserrelationshipwithenvironment-Canbeusedtohavedailyactivitiesandroutine-Feeluseful
-Healthierlifestyle-UsingCogGamesincreasesfunfactorofotheractivitiesbecausepointsareearned-Activitiestodoeveryday-Increasedmotivationfortheclient-Client’sfamilymoreinvolved-Receivemorevisitsandcarefromfriendsandfamily
-Healthierlifestyle-Rewardsystemforactivitiesextrastimulatingforclient-Supportrewardsystem-Funandsimplegamestotraincognitiveaspects-Encouragementtostayhealthy-Encouragementtoexecutetasks
Limitations -Overchargeclientsupervisorwithapps
-Sensitivityforrewardsisuncertainforlongerperiod-Panicwhenapphasproblems
-Littleempathyforthetarget-Clientisnotable/allowedtoindependentlyperformtask
65
11. Futurework
Theresultsofthisresearchgiveinputforfutureresearch.Inthediscussionsection(Chapter
10) already many future research opportunities are introduced. These recommendations
mainly focused on the extension of the testing phase in order to prove effectiveness of
GameBus. However, if an organization decides to use GameBus in the organization, it is
importantthatthetechnologyisembeddedwellintheorganization.Theorganizationshould
think about matching work process on GameBus. The caregiver must realize what all
adjustmentsmeanfortheirown(process)organizationifGameBusisimplementedandthe
use of GameBus has to be part of the care plan. However, embedding technology in the
organizationisfarfromthecaseeverywhere.InappendixHasketchismadeaboutageneral
implementationplanofGameBus,whichcanbeusedasstartingpoint.
66
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Appendices
AppendixA:GameBusscreenshots
Figure21:Mainscreen Figure22:Newsfeed
Figure23:Achievements Figure24:Progressoverview
73
Figure25:Activitiesoverview Figure26:Recentactivities
Figure27:Teams Figure28:Createnewteam
74
AppendixB:Explanationthesissteps
Table10:explanationthesissteps
Locationselection Differenttypesoflocationswillbeselectedforfurtherexamination.
Acquaintancelocations Theselectedlocationsareexaminedinmoredetail.
TestinterestGameBus Itisexaminedwhetherlocationmanagers,teamleadersandclients
areinterestedinGameBus.
DefinehowtouseGameBus ItisdefinedhowGameBuscanbedeployedforaspecific
client/location.
Effects Alongwithbehavioralspecialistseffectsonclients/employees/
organizationwillbeexamined.
Valueproposition DeresultsandinsightsofGameBuswillbepresentedhere.
Advice BasedonallinformationanadvicewillbegeneratedforLunetzorg
howtopositionGameBuswithintheorganization.
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AppendixC:Healthbehaviorchangetechniques
Thisappendixprovidesasummaryofeffectivehealthbehaviorchangetechniques.Thetextis
retrieved from the NZGG systematic review RapidE Chronic Care: A systematic review of
literatureonhealthbehaviorchangeforchroniccare2011(pages19-26).
76
77
78
AppendixD:Personas
ANOUK(18years)
Disability:-ZZP:3Residence:Traininghome(24-hourassistance)IQ:95Aboutandfamily:Anouklivesinaspecialtraininghome.She wants to live independently in the future, andthereforeshelearnshowtocook,plan,dealwithmoney,etc.HerparentsbothworkfulltimeanddonothavealotoftimetospentwithAnouk.ShehasoneoldersisterwhohaslivedinAmsterdamasahairdresserfor6years.Socialactivity
Sometimestheydoactivitiestogetherwithotherclientsatthe training home. She has some friends at school andtheyliketotalkthewholedayoverWhatsApp.Physicalactivity
Shehasamountainbikeanduses thisbiketo go to theforest.Thenshebikesaround60minutes.Shealsousesanormalbiketogotoschoolandbuyfood.Motivation
Shelikestodiscovernewthings,butifitdoesnotworkasexpected,shedirectlyquitsdoingit.Technologyuse
Hersmartphoneisabigpartofhereverydaylife.Sheusesherphonethewholedayforeverythingyoucanimagine.Unfortunately, her smartphone is very slow at themomentbutshecannotaffordtobuyanewone.LimitationsHerphoneworksveryslowlyandthereforehasproblemswhilerunningGameBus.
PETER(33years)
Disability:VG+autismZZP:2Residence:Assisted independent living (on call +weeklymeetings).IQ:65Aboutandfamily:Peterworksfivedaysaweekatasocialworkplace.Mostofthetimeheisbusypackingboxes.Intheeveninghelikes towatchsoaps.Peterhastwoolderbrothers.Ontheweekendhespendsatleastonedaywithhisparents.Hisparentsalwaysbuythenewesttabletsandphonesforhim.Socialactivity
Petervisitshisparents2-3daysaweekfordinner.Hehassomefriendsathisworkbuttheynevermeetafterwork.Physicalactivity
Healwaysrideshisbicycletowork(around2km),buthehasnomorephysicalmovementduringtheweek.Motivation
Peterisveryhelpfulandattentive.Becausehelikestohelpother people, he is very motivated to participate in theresearch.Helikestheattention.Technology
Peter alwayshas the latest tablets andphones.Heusesthesedevicestocommunicatewiththesupervisors,checkFacebook,playgamesanduseWhatsAppwithhisparents.However,everything is installed forhim,andhecallshisfatherdirectlyifanappdoesnotworkanymore.LimitationsPeterpanicsiftheappstopsworking.
79
ANKE(37years)
Disability:VGZZP:4Residence: Anke lives in a one-room apartment withcontinualassistance.IQ:40Aboutandfamily:Ankecanspeakclearlyandmostofthetimepeopleunderstandwhatshewants tosay.Shehasneverlearnedhowtowriteorread,althoughsheisabletodistinguishlettercombinations.Ifsheseesapictureshecan remember it for a long time. The client supervisorsalwaysmakeherschedulewithapicto-system.Socialactivity
Shehaslivedinherhouseforaroundtenyears,andsheknowsalmostallpeopleinthebuilding.ShelikestodrinkcoffeeontheweekendwithhergoodfriendPatrick.Herparentsalsovisitherontheweekend.Fourtimesaweekabus takesher toherdaytimeactivitieswhere she canwatchTV,butalsoputstickersonboxes.Physicalactivity
Sheisnotallowedtogosomewherealone.Sometimestheclientsupervisorputsherwithahometrainer.Motivation
She is very motivated if people need her help. Almosteverythingthesupervisorsask,shedoes.Technologyuse
Herparentsboughtheratablettoplaysomegames.Shedoesnothaveaphone.LimitationsShedoesnot reallyknowwhatshedoes,butshecarriesoutallsheistoldbythesupervisors.
NIKKI(19years)
Disability:SociallevelofatoddlerZZP:7Residence: Nikki lives in a one-room apartment in anassistedlivinghouseattheresidencepark.IQ:60Aboutandfamily:Nikkidoesnothaveanybrothersorsisters. Her parents live in Hungary and therefore anaunthascustody.Socialactivity
Nikkihasonefriendatherdaytimeactivity.Shedoesnotwanttomeetorcontacthimintheevening.Shealsohasanotherfriendwholivesinanotherplace,butshedoesnot seehimoften. It is not allowed for supervisors tovisit her spontaneously; they have to call her first.Therefore,thedoortothecentraldinnerroomislocked,and they built a fence so she has her own garden.Sometimeshergrandparentsvisitherathome.Physicalactivity
Shewalksonetimeeveryotwoweekswithaclientfromverylowlevel(IQ<40).Shegoestoschoolbybus,whereshehastwo-hourgymclassaweek.Motivation
She will never do something without any reward inreturn.Technologyuse
She is allowed touse the Internetonher smartphonetwohoursadayifshebehaveswell.SheusesWhatsAppandFacebookandplayssomegames.LimitationsTheworldrevolvesmainlyaroundherratherthantoherfellow humans. She only shows social behavior if sherecognizesacertainlevelofprofitforit,andsherarelydoessomethingpurelyforanother.
80
TOM(20years)
Disability:Autism+ADHDZZP:7Residence: Tom lives in a one-room apartment in anassistedlivinghouseataresidencepark.Hehaslivedtherefortwoyearsnow.IQ:82Aboutandfamily:Tomdoesnotwantagirlfriendduetosomebadexperiences inhis past.Hismother visits himaround three times a week. His old painting coach alsovisits himonceaweekand theydrink something in thelocalbar.Hehasoneolderbrother,whoishisbestfriend.TheycommunicatealotviaWhatsAppandvisiteachother2timesamonth.Around4timesaweekhespendshalfadayatthedaycaredepartmentoftheresidentialpark.Socialactivity
Tom knows everybody in his apartment complex. He isconsiderablyoverweightandlooksatdietforumstolearnhowtoloseweight.Byvisitingthesewebsites,hemade2onlinefriends.Physicalactivity
He enjoys walking, but his physical conditions oftenpreventhimfromit.Motivation
Tomhasdystrophyandthereforehehasalotofphysicalcomplaints. His physiotherapist helps Tom to stayphysicallyactiveasmuchaspossibleeveryday.Althoughheisverymotivatedtoloseweight,hepreferstodrinkcolaandstayathome.Heenjoyslivingattheresidentialparkandhopestostayphysicallyactiveaslongaspossible.Technologyuse
Hissmartphoneishisbestfriend.Thewholedayhetexts,checksFacebook,andlooksaroundatforums.LimitationsHisphysicalconditionlimitshimfromperformingphysicalactivities.
HILDE(47years)
Disability:retardedZZP:-Residence:Hildeliveswithherhusbandinsocialhousing.IQ:95Aboutandfamily:Hildereceivesahousingallowanceandbringsthenewspaperin6timesaweekat5:00.Therestofthedayshespendswithherhusband.Sheneverseesherparentsanymore.Socialactivity
Nikki and her husband eat three times a week at WSPWoensel. Sometimes they participate in shulcompetitions.ShehastwofriendswhoalsovisittheWSP.Onceamonththeydrinkcoffeetogether.Physicalactivity
Nikki’shusbandrunseveryweekwith10peopleandNikkisometimesjointhisweeklymeeting.Motivation
She is really interested in GameBus and would like toparticipate. Maybe she can make new friends withGameBus.Technologyuse
She has the newest smartphone and plays games thewholeday (e.g., CandyCrush).However, ifanappstopsworkingshegoesdirectlytothephonecompany.LimitationsShesaysthatsheunderstandseverythingbutsheforgetshalfoftheinstructionseverytime.
81
AppendixE:AveragescoreperZZP
0 0,5 1 1,5 2 2,5 3 3,5
lifeskills
psychosocial/cognitive
generaldailyexercise
mobility
nursing
behavioralproblems
ZZPVG
VG08Livingwithsupervisionandfullcareandnursing
VG07(Private)livingwithintensivesupervision,careandbehavioralregulation
VG06Livingwithintensivesupervision,careandbehavioralregulation
VG05Livingwithintensivesupervisionandintensivecare
VG04Livingwithsupervisionandintensivecare
VG03Livingwithsupervisionandcare
0 0,5 1 1,5 2 2,5 3
lifeskills
psychosocial/cognitive
generaldailyexercise
mobility
nursing
behavioralproblems
ZZPLVG
LVG05Privatelivingwithveryintensivetreatmentandsupervision
LVG04Livingwithveryintensivetreatmentandsupervision
LVG03Livingwithintensivetreatmentandsupervision,smallgroup
LVG02Livingwithtreatmentandsupervision
LVG01Livingwithsometreatmentandsupervision
82
AppendixF:NewregistrationprocedureWMO
83
AppendixG:Ratesforintellectualdisabilitycarepercareintensitypackage
ZZP Notallowedfortreatment
Excl.daycare Incl.daycare
Totalvalueperday Totalvalueperday
3VG €98,46 €134,08
4VG €111,83 €147,47
5VG €134,95 €183,70
6VG €127,94 €176,65
7VG €166,08 €248,49
8VG €161,32 €210,07
ZZP Allowedfortreatment
Excl.daycare Incl.daycare
Totalvalueperday Totalvalueperday
3VG €114,43 €150,05
4VG €129,50 €165,13
5VG €157,60 €206,35
6VG €151,48 €200,21
7VG €194,74 €277,13
8VG €183,96 €232,70
ZZP Excl.daycare
Totalvalueperday
1VG €66,70
2VG €83,90
ZZP Incl.daycare
Totalvalueperday
1VG €102,32
2VG €119,52
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ZZP Allowedfortreatment
incl.daycare
Totalvalueperday
1LVG €141,25
2LVG €181,99
3LVG €224,56
4LVG €264,14
5LVG €262,93
ZZP Allowedfortreatment
incl.daycare
Totalvalueperday
1SGLVG €342,28
85
AppendixH:Generalimplementationplanofe-healthtechnology
AlsotheICTmanagementorganizationmustbearranged24hoursaday,sevendaysaweek
(and52weeksperyear) toprovide first line supporton the technology (de Jong&Kunst,
2005).Automationemployeesandemployeesofthetechnicalserviceorfacilityshouldalso
providethemselvesofknowledgeofthetechnologyifitisdeployedintheorganization(de
Jong & Kunst, 2005). Although, these articles in particular focus on home automation
technologies,thesefactorsarealsorelatedtofactorsofGameBus.
TheorganizationalarchitectureofLunetzorg (seepictureabove)showsthat technology is
alreadyembeddedintheorganization,asalsothe24hours’support.However,technologyis
stillnotfullyembeddedintheorganization,butstepbysteptheyworktowardsatechnology
drivenorganization.Lastyeartheyalreadyintroducedthefirsttechnologiesaimedforclients
(i.e.,Qwiekup,Cowin),andtheuseofGameBuscouldbethenextstep.
Figure29:ArchitectureLunetzorg
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Inadditiontoembeddingtechnologyintotheorganization,goodinformationisnecessaryfor
proper implementationof the technology: the reason for the changes (suchas theuseof
GameBusasrewardingtoolinsteadoftokens)towardsclients,relativesandstaffmembers.
Thisismentionedinapublicationaboutthecareforpeoplewithdisabilities(SIGRA,2005).
Alsotheclientsmustbeconvincedofthebenefits(CollegeBouwZorginstellingen,2006).
Implementation is not limited tomatching the processes and good IT support. Caregivers
oftenhavetolearntotrustnewtechnology,otherwiseresistanceoranxietycouldbeabarrier.
Aperiodofadjustmentandattentiontoemployees’questionsisimportant(Nouws,Sanders,
&Heuvelink,2006).Whendeployingnewtechnology,thecaregivermustlearntomoveaway
fromthepatientand learn to trust the technology.This requiresacultural changeamong
caregivers(deJong&Kunst,2005).
Roadmap
WhenahealthcareorganizationdecidestouseGameBus,thisparagraphpresentsaroadmap
fortheuseofGameBus.Thisroadmapcanbeusedtoidentifytheenvironmentoftheclient
andexaminehowGameBuscouldbeusedforaspecificclient.
Figure30:Roadmapclientsupervisors
87
1. Preparation
a. Decidewhich client is eligible to useGameBus. Bear inmind the boundary
conditions.
b. DecidewhichclientsupervisorsareinvolvedintheapplicationofGameBus.
c. Involvethefamily
d. ConvincetheclienttouseGameBus.
e. Planning
i. Whodoeswhat(i.e.,familyorclientsupervisor)
ii. Whocoordinatestheproject
iii. Determinefixedevaluationsessions.
2. Describe
a. Describetheproblembehavior
b. Describe what activities are included in GameBus (i.e., physical, social,
cognitive,other?)
c. Collectallpieces
3. Multidisciplinarymapping
a. Variablesinenvironment
i. Physicalenvironment
ii. Socialenvironment
iii. Dailyschedule
b. Variablesinperson
i. Medical
ii. Personality
iii. Psychic
4. Understandingbehaviorofclient
a. Assemblingpuzzle
b. Thestoryoftheclientandbehavior
i. Whyistheclient(not)motivated?
ii. Whatcausesthisbehavior?
c. Trytounderstanditandwritethestoryjointlywithotherdisciplines.
5. Determinetarget
a. ChooseforwhatGameBuswillbeused.
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b. Whichbehavior/activitiesshouldbechanged?
6. Intervention
a. Considerwhatyouwilldo.
b. Consistentwiththe‘understandingofbehavior’.
c. Whatdoyoudo,frequency,etc.?
d. Whoisgoingtodothat?(i.e.,family,clientsupervisor)
e. Organization
i. Conditionsmonitoring
f. Whataretheexpectedresults?
7. Execute
a. ExecuteGameBus.
b. Keepeachotherontheagreements.
8. Results
a. Discusstheresultswitheachother
b. Interprettheresults
i. IsGameBuswell-executed?
ii. Aretheresultsexpectedtobe?
iii. Arisesthereanother(problem)behavior?
9. Conclusion
a. Ifitworks
i. Continue,intensify,stop?
ii. Howdoyouholdontothisresult?
iii. Targetingother(problem)behavior?
b. Ifnot(yet)work
i. Whichadjustmentisneeded?
ii. Areotheractivitiesneeded?
iii. Backtothefirststep
c. Reflection
i. Whathavewelearned?
ii. Hodowekeeptheseresults?
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E-Healthreadiness
Theimplementationoftechnologyinhealthcareorganizationsisonly20%aboutthetechnical
aspects,but80%oforganizationchanges.Inalmostallimplementationmodelsandarticles
aboutcriticalsuccessfactorsthesenumbersarementioned.Inatimeofvirtuallyunlimited
technicalpossibilities,thisisanimportantobservation,especiallyastheorganizationaland
culturalchangeisoftenacomplexprocess.
AsuccessfulimplementationofGameBusdependsontheuseofthetechnologybyhealthcare
professionalsandclients.Therefore,itisofgreatimportanceinordertodeterminewhether
the relevant technology is truly integrated in the primary care process, and if the use of
GameBus indeed leads to higher quality, efficiency and/or effectiveness (Dohmen, 2012).
Dohmen(2012)developedabasismodelfortheimplementationoftechnologyinhealthcare.
His thesis reveals five steps which are required to use the best modern technology in
healthcareandtocreatesufficientsupportwithintheorganization.Dohmen(2012)processed
thesefivestepsinitsso-called‘E5-model’.Thismodelshouldprovideanswerstothebarriers
thatexistintheintroductionofnewtechnologyinhealthcare.“Animplementationshouldbe
stepbystep”,saysDohmenwhobaseshisconclusionontheinvestigationofmanycases.The
E5-modeldescribeswhoisimportantintheprocess,sothattheenergyofthepeopleinvolved
canbeusedattherighttime.Inthebeginningtheroleofcaregivers(i.e.,clientsupervisors)is
crucial,morethanclients.Theclientfollowsasco-creator,butonlyiftheclientsupervisors
areconvincedoftheusefulnessofGameBus.
TheE5-modeldescribesfivephasestodeploytechnologyinhealthcare:
1. Explore
2. Experiment
3. Evaluate
4. Effectuate
5. Evolve
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Themodelensuresthatfifteencriticalsuccessfactorsareaddressedintheimplementationof
GameBus inacorrectorder.Also,by following theE5-model,healthcareorganizationsare
protectedfromunnecessaryinvestments.Thiscanoccurwhenanorganizationhasawrong
approachorunrealisticexpectationsatthebeginningoftheprocess.
Abasicmodel isdevelopedtoprovideastructuredanalysisofpractical implementationof
technologyandisbasedonanimplementationmodelofDamsgaard&Scheepers(1999).This
modelwas created after analyzing implementations and it uses the basis ‘trainingmodel’
thoughtbyNolan(1973).Dohmen(2012)didacomprehensiveliteraturereviewondifferent
implementationvisions,modelsandroadmapsforthis.Thepresentedbasicmodelpretends
to be a generic standard for optimal implementation that results in the highest level of
success:thestructuredandstructuraluseoftechnologyforendusers,sothattheintended
effectsofhealthcare innovation(e.g.,efficiency,qualityorcosts)canberealized.Bygoing
91
through the nine stages of the revisedmodel and its technical, organizational and socio-
technical issues, no aspect of this complex and comprehensive implementation process is
overlooked.
AlthoughLunetzorghasnotyetdecidedtouseGameBus,thefollowingroadmapcouldbe
usedtoincreasethesuccessoftheimplementation.Theroadmapwithanitemizedlistoffall
thataccordingtotherevisedmodelmustbedoneineverystageduringthedevelopmentand
implementation of GameBus. In this overview all critical success factors for a successful
implementationare included. It is infactnotamanualhowtodosomething,buttheplan
consists of a number of logical steps that follow each other. By following these steps
systematically,alogicalunderstandingoftheprocesswillbecreated.Thesestepsshouldbe
takenifahealthcareorganizationdecidestorolloutGameBusacrosstheentireorganization.
However,itmayalsobeintroducedbyfamilymembers.Thentheresponsibilitylieswiththe
family.
Stage1:Initiationofmanagement
- Find in themanagement an idea-champion topromoteGameBus: -> Innovation
team.
- PromotethediscussionofGameBuswithinthemanagement,sothatthereiswillingness
topermitGameBusfinanciallyandorganizationally: ->Duringthe interviewswith
managerstherewasagreatinterestinGameBus,butfinancialandorganizationalaspects
haveyettobediscussed.
- IntroduceGameBuswithinasmallcircleoffellowprofessionalsintheorganization: -
>alreadydoneduringtheresearch.
- Workouttheideainanunderstandableandappealingplanforthecaregiverswhohave
toworkwiththeinnovation,andindicatewhatvalueGameBuscouldhaveforthemand
their patients: -> already done during the research, but this plan needs further
development.
Stage2:Globaldesign
- Setafixedvisionandsubstantiveframeworkfortheplan,plusanendgoal.
- Identifythetechnicalandorganizationalinfrastructurethatisneededtorealizetheplan.
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- Presenttheoverallplantoafirstgroupofhealthcareprofessionalsothattheycanstart
promotingtheplanwithintheorganization.
- Investinthenetworktoattractmorestakeholdertotheplan.
- Introduceadesigngroupandasteeringcommittee.
- Provides the necessary support to the initiator in the design group and steering
committeetofurthershapehisplan.
Stage3:Initiationhealthcareprofessional
- Presenttheplanfromthesteeringcommitteetoawidergroupofpotentialusers:client
supervisorsandclients.
- ConvinceallstakeholdersofthevalueofGameBus.
- Initiate a discussion between health professionals about care-related and medical
(boundary)conditions.
- Determinewhetherthere issufficientcriticalmassandsupport intheorganizationto
proceedwiththeplan.
Stage4:Functionaldesign
- Let the steering committee appoint a projectmanagerwho can compose the design
group.
- Checkiftheendusers,stakeholdersandexternal(IT)partneraresufficientlyinvolvedin
theinnovation.
- MakeadetaileddescriptionandSWOTanalysisofGameBus.
- Workoutseveralmeasurablegoalsthatshouldbeachievedduringallstages.
- Makeaschedule
- Clarifyanytechnicalambiguities
- Analyzetheusabilityoftheserviceforclients
- Determinewhetheritisnecessarytosetuptrainingcourses,whichenduserslearnhow
touseGameBus.
- Ensure that the existing organizational and technical infrastructure is ready for the
implementationoftheapplication.
- Determinewhetherthereareformalbarriersinlawsandgovernmentregulations,fees
andcharges.
Stage5:Pilot
- Makeabudgetforthepilot
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- Determineatwhichpointthepilotwillbeevaluatedafterwards.
- RollGameBusoutinasmallcontextinwhichithasthegreatestchanceofsuccess.
- Letthesteeringcommitteemakeagoorno-godecisionbasedontheevaluationofthe
pilot.
- Checkthequalityoftheinformationprovidedtoend-usersandstakeholders.
Stage6:Commitment
- Findwherenecessaryagreementswithstakeholderandmakeappropriatearrangements
orarrangementstofitGameBusinexistingfinancialandlegalstructures.
- Determinewhichpartyhasthefinalresponsibilityoftheprocess.
- Checkallnecessaryprivacysafeguardsforclients.
Stage7:Rollout
- StarttherolloutandcreateopportunitiestoallowenduserstogetusedtoGameBus.
- Facilitate the end-users with the necessary guidance, training and support from a
helpdeskortechnicalservice.
Stage8:Adaptionandoptimization
- Evaluate the deployment and verify whether the previously defined (sub)goals are
achieved.
- Analyzewhethertheinnovationachievedtechnical,organizationalandcontentresults,
andareconsistentwiththepreviouslyformulatedgoalsandvision
- Implement if necessary organizational adjustments for any deficiencies which are
prohibitivetoparticipateinthestandardizationofGameBusintheorganization.
Stage9:Integration
- Loose the steering group and design group, and evaluate the functioning and
cooperationofbothgroups.
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AppendixI:Questionnairesclients
EvaluationGameBusresearch:Client1
Goal:evaluatingfindingsGameBusQuestion1Name: Date: 24-11-2015Why do you stay atLunetzorg?
Autism+ADHD
ZZPclassification:: 7Question2Howdoyouexperiencetheresearchuntilnow?Iliketheresearchverymuchanditisveryexcited.Question3aWhatdidyoureallylikeaboutGameBus?Thegamesandthestimulationtobehealthy.Itwasfunnytoaskmyclientsupervisoreverytimeforawalkaroundtheresidencepark.AttheendofthedayIreceivedalotofpoints,whenIenteredtheamountofstepsinGameBus.AlsoIliketomakepicturesofmushroomsinthemorning.SometimesIalreadyhad1500stepswhenIcamebackhome.Question3bWhatdidyounotlikeaboutGameBus?Idonotalwaysknowreallygoodhowtheappandchallengeswork.AndbecauseIaminasmallteamitisdifficulttowin.Question3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Hardly. I walked at most half an hour per day and especially strength training at thephysiotherapist.Question5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?IamdependentonmyphysicalhealthQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?Iwasimmediatelyveryexcitedabouttheinterpretationoftheprogramandwantedtogetstarted.AndondayswhenitgoeswellIwalkedreallyfar.
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?NothingQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?Catchfruit,redcherryandsudokuQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?Thegamesareeasierthancandycrush
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)AlotQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?SometimesImakeapicturewithelderlyclientstoreceivepointsinGameBus.Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
98
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Physicalexercise,drinkinglesscolaQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?no
99
EvaluationGameBusresearch:Client2Goal:evaluatingfindingsGameBusQuestion1Name: Date: 25-11-2015Why do you stay atLunetzorg?
ADHDdiagnosed,easilyinfluencedbyenvironment
ZZPclassification:: ZZP7, TIQ 78, VIQ 78, PIQ 82. Behavior regulating medication.Complexanddisturbedbehavior
Question2Howdoyouexperiencetheresearchuntilnow?Itwasoke.Isometimesfounditquitedifficultanditgetsboring.Question3aWhatdidyoureallylikeaboutGameBus?PedometerQuestion3bWhatdidyounotlikeaboutGameBus?IdidnotlikeCogGamesbecauseitgetboringQuestion3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
100
Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Walingonworkwithclients,cyclingtoworkQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?IsnottrueQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?
101
Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?Iplaycandycrush,butespeciallyshootinggamesonmyPS3.Question6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?Ilike‘redcherry’themostbutIamnotcomingfurtheranditstartgettingboring.Question6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?
102
Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)Contactsatworkandonthegroup.Sometimesfamilybuttheylivefaraway.Question7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
103
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Playgames,countingsteps/movementQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?
104
EvaluationGameBusresearch:Client3Goal:evaluatingfindingsGameBusQuestion1Name: Date: 7-12Why do you stay atLunetzorg?
Cosiness,playgamesanddailyactivities
ZZPclassification:: care is delivered based on kitchen table conversation bymunicipality
Question2Howdoyouexperiencetheresearchuntilnow?NicetogetinvolvedandtolearnQuestion3aWhatdidyoureallylikeaboutGameBus?GamesPedometerQuestion3bWhatdidyounotlikeaboutGameBus?-Question3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
105
Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?LotsofwalkingQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?MoreoftenwalktothestoreandIvisittheWSPmoreoftenQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?BykeepingtrackofhowmuchIwalkwithapedometer
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?Bubbiewitchsaga,golegameswithoutmoneyQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?Question6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?Myphonewasbroken
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)Clients(friends),somefamilyandsupervisorsQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?-Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
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Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Especiallymovingandthegames,butalsovisitingWSPQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?CalculatethedistanceinGameBuswasdifficult
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EvaluationGameBusresearch:Client4Goal:evaluatingfindingsGameBusQuestion1Name: Date: 24-11-2015Why do you stay atLunetzorg?
ZZPclassification:: 7Question2Howdoyouexperiencetheresearchuntilnow?Itisreasonable.IliketogiveyouadviceaboutwhatcouldbeimprovedinGameBusQuestion3aWhatdidyoureallylikeaboutGameBus?ThatIcouldseethenumberofstepsthatIwalkedadayQuestion3bWhatdidyounotlikeaboutGameBus?ThatCogGamescouldnotbeinstalledonmyphoneQuestion3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?IwalkalotonmyworkQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?Iwalkmoreonworknowandgooutsidesomeextratimesaweek.Question5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?Iwanttohavemarestepseveryday.
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?IplayalotofdifferentgamesonmyxBoxQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?Question6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)AtworkandfriendswhovisitmesometimesQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Clientisnotallowedtohavemoresocialcontactsfromhisfamily.Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
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Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?CountingsteppsQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?
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EvaluationGameBusresearch:Client5Goal:evaluatingfindingsGameBusQuestion1Name: Date: 7-12Why do you stay atLunetzorg?
Forfunandfood
ZZPclassification:: care is delivered based on kitchen table conversation bymunicipality
Question2Howdoyouexperiencetheresearchuntilnow?InterestingQuestion3aWhatdidyoureallylikeaboutGameBus?Games,walking,biking.ThatisseehowmuchstepsIhaveduringthedayQuestion3bWhatdidyounotlikeaboutGameBus?nothingQuestion3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Irunwithagrouponceaweek.Ibikeeverydaytoworkandshop.Walk.IdoalotofchoresfortheWSPasbringflyersintheneighborhood.Question5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?Question5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?IshowtheclientsupervisorhowmuchstepsIhadduringthedayorhowmuchIbiked.
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?NogamesQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?CatchfruitQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?Iliketogatherpoints.
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)FriendsofWSP(groupofeight)visiteachotheroutsideWSP.Mymother.5-7timesaweekavisittheWSP.Question7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?IfounditfuntocometotheWSPtoearnpoints
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Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?VisitingWSP,walking/running/bikingQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?
119
EvaluationGameBusresearch:Client6Goal:evaluatingfindingsGameBusQuestion1Name: Date: 7-12Why do you stay atLunetzorg?
Formysocialcontats
ZZPclassification:: care is delivered based on kitchen table conversation bymunicipality
Question2Howdoyouexperiencetheresearchuntilnow?GoodQuestion3aWhatdidyoureallylikeaboutGameBus?EveryhtingQuestion3bWhatdidyounotlikeaboutGameBus?NothingQuestion3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Runninggroup,WSPQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?NAQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?NA
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?NothingQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minf. 1–15ming. 15–30minh. 30–60mini. 60–120minj. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?NAQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?NA
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)Question7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?NAQuestion7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?NA
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Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?TimekillingQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?NA
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EvaluationGameBusresearch:Client7Goal:evaluatingfindingsGameBusQuestion1Name: Date: 3-12-2015Why do you stay atLunetzorg?
Ineedhelpwithmoney
ZZPclassification:: 2Question2Howdoyouexperiencetheresearchuntilnow?YeahIthinkitisgoingwell.WithGameBusIcanmovemuchQuestion3aWhatdidyoureallylikeaboutGameBus?IlikedCogGamesinthebeginningandthepedometerQuestion3bWhatdidyounotlikeaboutGameBus?CogGames is really difficult now. The app sometimes do notworks and I can not sendpicturesanymore.Question3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Question5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?IntheweekendsIoftengoouttohaveawalk,insteadofsittingathomeQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?Ilikeitmorenowtohaveawalk
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?CandycrushandracegamesQuestion6b(cognitive)Howmuchminutesperweekwasthis?
b. 0–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minh. 1–15mini. 15–30minj. 30–60mink. 60–120minl. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?RedcherryIlikedthemostQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?Thelevelsgoestofastnow
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)Parents,supervisors,workQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?Outofscope
128
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Playgames,walkoutsideafterworkorinweekendsQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?No
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EvaluationGameBusresearch:Client8Goal:evaluatingfindingsGameBusQuestion1Name: Date: 25-11Why do you stay atLunetzorg?
Iwanttolearnlivingindependently
ZZPclassification:: 3Question2Howdoyouexperiencetheresearchuntilnow?Ilikedtheapp.Itmotivatedmetohavemorephysicalexerciseandcountmystepsandtosport.Question3aWhatdidyoureallylikeaboutGameBus?Thepedometer.AndthatIsawhowmuchIwalkedorbikedwasamazing!Question3bWhatdidyounotlikeaboutGameBus?Thattheappdidnothavecoverageintheforestandthattheresearchdidnotwentquitewell.Question3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Ibiketoschool.Sometimesbikeintheforest.Question5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?IwentoutsidetowalkandcyclemoreoftenQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?IliketoseehowmuchIdidandreceivepointsforthis.
131
Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?CandycrushQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
f. 0minh. 1–15mini. 15–30minj. 30–60mink. 60–120minl. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?RedcherryQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?
132
Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)FriendsatschoolandonthegroupQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
133
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
g. Completelytrueh. Mostlytruei. Somewhattruej. Notcorrect/notincorrectk. Largelyincorrectl. Completelyfalsem. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
n. Yes,increasedaloto. Yes,increasedalittlebitp. Didnotincrease/decreaseq. No,decreasedalittlebitr. No,decreasedalots. N.A.
Question9aWhat did you think of the challenges inGameBus?
t. Veryniceu. Nicev. Normalw. Notreallyfunnyx. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
y. Verynicez. Niceaa. Normalbb. Notreallyfunnycc. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
dd. Veryniceee. Niceff. Normalgg. Notreallyfunnyhh. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Health(losingweight),morephysicalexerciseQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?
134
EvaluationGameBusresearch:Client9Goal:evaluatingfindingsGameBusQuestion1Name: -Date: 1-12-2015Why do you stay atLunetzorg?
Becauseofmyautismproblems
ZZPclassification:: 7Question2Howdoyouexperiencetheresearchuntilnow?Ithinktheresearchgoeswell.ThroughtheresearchIamoutsidealotQuestion3aWhatdidyoureallylikeaboutGameBus?IfoundCogGamesquiteniceQuestion3bWhatdidyounotlikeaboutGameBus?ThethelevelsinCoGagmesgoesveryfestatsomepointQuestion3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
135
Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Ididnotalotofexercise,butIwalksometimes.Question5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?“Iaskthesupervisorsatthedaycaretohaveawalkduringthebreaktocollectpoints” Question5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?Ifeelalittlefitterthanbeforetheresearch.Restaurantlady:“Xhasbecomeawareofitshealthandeatslesssnacksduringthelunchbreak.
136
Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?Candycrush,BejeweldQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?‘Duizenden’/Rolleccoastertycoon3Question6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?
137
Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)FacebookQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Viafacebook-whatsappQuestion7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
138
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?PedometerQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?No
139
EvaluationGameBusresearch:Client10Goal:evaluatingfindingsGameBusQuestion1Name: Date: 7-12-2015Why do you stay atLunetzorg?
Totalkwithclientsupervisorssometimes
ZZPclassification:: care is delivered based on kitchen table conversation bymunicipality
Question2Howdoyouexperiencetheresearchuntilnow?Nice,differentthanothergamesQuestion3aWhatdidyoureallylikeaboutGameBus?WhenIwenttobedatnight,IalwaysplayCogGamestogetasmanypointsaspossible,andtofollowmysteppsQuestion3bWhatdidyounotlikeaboutGameBus?-Question3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
140
Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Bringingthenewspaper,walktosupermarketQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120ming. Unknown
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?Extra-largesteps,afterworkIhaveaextrawalksometimestogetmoresteps.Question5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?Iwanttohavemoreandmoresteps.
141
Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?Waterplash,gummydrop,alphabettyQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?RedcherryQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?Iwanttoearnpoints
142
Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)Oldcolleges,clientsWSPQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?IcomemoreoftentotheWSPQuestion7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
g. Yes,increasedaloth. Yes,increasedalittlebiti. Didnotincrease/decreasej. No,decreasedalittlebitk. No,decreasedalotl. N.A.
Question7g(social)Ifyes,howdidyounotice?
143
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?GamesQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?
144
EvaluationGameBusresearch:Client11Goal:evaluatingfindingsGameBusQuestion1Name: Date: 23-11-2015Why do you stay atLunetzorg?
Complexbehavior
ZZPclassification:: 7Question2Howdoyouexperiencetheresearchuntilnow?IlikeitQuestion3aWhatdidyoureallylikeaboutGameBus?ThatIcanseehowmuchIbikeQuestion3bWhatdidyounotlikeaboutGameBus?ThattheappsometimesworknottotallyperfectwhenIbiked.Question3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
145
Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?BikingtoschoolQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?SometimesIwalkedaroundtheresidentialparkQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?IreallyliketoseehowmuchIwalked.
146
Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?CandycrushQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?Question6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?
147
Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)SchoolandathomeQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
148
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?MorephysicalexerciseQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?no
149
EvaluationGameBusresearch:Client12Goal:evaluatingfindingsGameBusQuestion1Name: Date: 21-12Why do you stay atLunetzorg?
Forsocialcontactsandrelaxtion
ZZPclassification:: care is delivered based on kitchen table conversation bymunicipality
Question2Howdoyouexperiencetheresearchuntilnow?FunnyandinstructiveQuestion3aWhatdidyoureallylikeaboutGameBus?MakeselfiesandCogGames(e.g.redcherry)Question3bWhatdidyounotlikeaboutGameBus?TappingredcarQuestion3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
150
Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?WeinigQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?walkingQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?
151
Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?CandycrushQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?TappingcherriesandkiwisQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?
152
Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)FriendsandotherclientsQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
153
Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Exercise,gamesQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?Noitwasreallyhelpful.
154
EvaluationGameBusresearch:Client13Goal:evaluatingfindingsGameBusQuestion1Name: Date: 21-12-2015Why do you stay atLunetzorg?
Socialcontacts
ZZPclassification:: care is delivered based on kitchen table conversation bymunicipality
Question2Howdoyouexperiencetheresearchuntilnow?Good.Unfortunately,thattheappdidnotworkalwayscorrectly.Problemstologin.Question3aWhatdidyoureallylikeaboutGameBus?ThatyoucouldseetheresultsasateamQuestion3bWhatdidyounotlikeaboutGameBus?NoideaQuestion3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?Swimming–fitness–gotostorebyfootQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?GotothestoremoreoftenbyfootQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?BecauseIhadmorestepsonmypedometer
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?NothingQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?RedcherryandkiwigameQuestion6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?IwanttoreceivepointandIsucceeded.
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)WithpeopleoftheWSPandfriends3-4timesaweekQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?Question7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?
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Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Forthepoints->competitionExercise/Games/contactsQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?Morevariationingames
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EvaluationGameBusresearch:Client14Goal:evaluatingfindingsGameBusQuestion1Name: Date: 17-12Why do you stay atLunetzorg?
IliveatLunetzorg
ZZPclassification:: 6Question2Howdoyouexperiencetheresearchuntilnow?SometimesdifficultQuestion3aWhatdidyoureallylikeaboutGameBus?WalkingandbikingQuestion3bWhatdidyounotlikeaboutGameBus?-Question3cWouldyouliketokeepusingGameBusaftermyresearch?
a. Yes,definitelyb. Yesc. Idonotcared. Norathernote. Nodefinitelynot
Question4WithwhowouldyouliketoplayGameBus?(morepossibilitiespossible)
a. Withmyfamilyb. Withfriends/acquaintancesc. Withmyclientsupervisord. WithotherclientsofLunetzorge. Alone
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Question5a(physical)WhatkindofphysicalexercisedidyouhadinanormalweekbeforetheGameBusresearch?WalkingwithmydogQuestion5b(physical)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question5c(physical)ByworkingwithGameBusIget….exercise
a. Muchmoreb. Morec. Thesameamountofd. Lesse. Muchless
Question5d(physical)Ifyoushouldestimatehowmuchextrayouare moving now compared to before theGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question5e(physical)Ifyouexercisemorethanbeforetheresearch,howdidyounoticedthis?MorewalkingandmorebikingQuestion5f(physical)My motivation increased to do more(physical)activitiesthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question5g(physical)Ifyes,howdidyounotice?Getmorephysicalexerciseformyself.
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Question6a(cognitive)Whatkindofbrainteasers(sudoku,memory,reactiontime,candycrushetc.)didyoudobeforetheresearch?NothingQuestion6b(cognitive)Howmuchminutesperweekwasthis?
a. 0–15minb. 15–30minc. 30–60mind. 60–120mine. Morethan120min
Question6c(cognitive)By working with GameBus I did morebrainteasers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6d(cognitive)Ifyoushouldestimatehowmuchextrayou are doing brain teasers nowcompared to before the GameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question6e(cognitive)Whichbrainteasersdoyoumostlikenow?Tappingcherries.Question6f(cognitive)My motivation increased to do morebrainteasersthroughGameBus?
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question6g(cognitive)Ifyes,howdidyounotice?Mybrainismoreactive
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Question7a(social)What kind of social connections did you have in oneweek before the GameBusresearch?(e.g.,visitingfriends,visitingWSP,visitingotherclients,etc.)DailyvisitofafriendQuestion7b(social)Howmuchhoursperweekwasthis?
a. 0–0,5hourb. 0,5hours–1hourc. 1hour–2hoursd. 2hours–4hourse. Morethan4hours
Question7c(social)Byworkingwith GameBus I hadmoresocialcontactsthanbeforetheresearch.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question7d(social)Ifyoushouldestimatehowmuchextraminutes of social contacts you havenow,comparedtobeforetheGameBusresearch.Howmuchisthat?
a. 0minb. 1–15minc. 15–30mind. 30–60mine. 60–120minf. Morethan120min
Question7e(social)Ifyouhavemoresocialcontactsnowthanbeforetheresearch,whatkindofcontactsarethis?SporttogetherQuestion7f(social)Did your motivation increased to findmoresocialcontactthroughGameBus?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question7g(social)Ifyes,howdidyounotice?Mymotivationincreased
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Question8aIreallylikeditsoseethatIreceivemorepointsbydoingmorephysicalactivities,doing brain teasers, or search contactwithothers.
a. Completelytrueb. Mostlytruec. Somewhattrued. Notcorrect/notincorrecte. Largelyincorrectf. Completelyfalseg. N.A.
Question8bDidyourmotivationthereforeincreasedtogetmorepoints?
a. Yes,increasedalotb. Yes,increasedalittlebitc. Didnotincrease/decreased. No,decreasedalittlebite. No,decreasedalotf. N.A.
Question9aWhat did you think of the challenges inGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9bWhatdidyouthinkaboutthescoretableinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question9cWhatdidyouthinkoftheteamchatinGameBus?
a. Veryniceb. Nicec. Normald. Notreallyfunnye. Definitelynotfunny
Question10Forwhatpurpose(s)didyouuseGameBus?Walking,biking,trainbrainsQuestion11Doyouhaveanyfurtherinformationthatyouwanttosayabouttheresearch?
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AppendixJ:Questionnairesclientsupervisors
Vraag1Naam: 1Datum: 03-12-2015Functie: ClientbegeleidsterTeam: Vraag2aHoevindtuhetonderzoektotnutoegaan?Goed(alleenn.a.v.heteerstegesprekwasersprakevanmiscommunicatie,ditwasjammer)Vraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?ClientispositiefVraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?Onderzoekisbenoemdindevergadering.Verderzijnzeernietbijbetrokken.Vraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? Client is gemotiveerd om te gaan wandelen in zijn vrijetijd. Dit is terug te zien op de app en cliënt verteld er zelf over. Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
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Vraag 3d (cognitief) Waar merkte u dat aan? Client geeft aan de spelletjes van Gamebus lastig te vinden (sluiten niet geheel bij hem en zijn cognitief niveau aan). Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3f (sociaal) Waar merkte u dat aan? Client heeft voornamelijk alleen met Gamebus gewerkt. Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren?
a. Ja, heel erg b. Ja, een beetje c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? Client brengt het vaak positief te spraken in de begeleidingsgesprekken die we samen voeren. Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?Ophetgebiedvanbewegenm.b.tcliëntwel.Vraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?ClientGamebuslatenhanteren,ditzodathijgemotiveerdisenblijftomtebewegenopeenmanierdiebijhemaansluit.Vraag5c
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DenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?Mogelijkwel,hetkandezelfredzaamheidvaneencliënt/cliëntenvergroten.Vraag6aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?MogelijkafdelingICTVraag6bWaarom?Zijbeschikkenaloverkennis/ervaringopditgebied. Vraag7aWaarvoorzouuGameBuswillengebruiken?Omdathetmeerwaardekanhebbenvooreencliënt/cliënten.Vraag7bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?Dathet(indetoekomst)beteraangaatsluitenopdeindividuelecliënt.Vraag8Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?Nee,opditmomentniet.
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Vraag1Naam: 2Datum: 23-11-2015Functie: ClientondersteunerTeam: Vraag2aHoevindtuhetonderzoektotnutoegaan?Zoverikeroverkanoordelen,goedVraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?Hij is enthousiast, voelt zich een uitzondering op de rest en dat is goed voor zijneigenwaardeVraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?Ikhebniethetideedathetgedeeldwordtmetanderecollega’smaarweethetnietzekerVraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.A
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? Zijn verhalen, hoeveel stappen hij had gezet of hoeveel kilometer hij had gelopen. Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.Voorhemnognietvantoepassing,zoverikweet
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3d (cognitief) Waar merkte u dat aan? G
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Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).G
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3f (sociaal) Waar merkte u dat aan? G Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren? A
a. Ja, heel erg b. Ja, een beetje c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? Zijn enthousiasme en (voor zo’n gesloten jongen) open verhalen Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?VoorsommigenwelVraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?Vooreenbeterbeweegplan.DerestkaniknietoveroordelenomdatiknietweetwatderestpreciesinhoudVraag5cDenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?Zie5B
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Vraag5aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?ICTofmensendieervooropgeleidwordenVraag5bWaarom?ZodatwijwetenbijwiewemoetenzijnalserietsmisgaatVraag6aWaarvoorzouuGameBuswillengebruiken?Voorhetbeweegplan,maarookeventueelvoorbeterevoedingenvoedingsadviezenalsdatmogelijkisVraag6bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?Hetbelangvangezondetenwordtnogonderschatindeverstandelijkgehandicaptenzorg.Cliëntenwetenvaaknietwatgezondetenisofhoeveelzemoetenofmogeneten.EenappmetgezonderecepteneneventueeladviezenoverhetkopenenmakenzoudecliëntergkunnenhelpenVraag7Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?Zounogwelwatmeerwillenwetenoverdeontwikkeldeapps,ookovercognitiefensociaalwantdatisbijmijnietvantoepassing.Maarookhetvervolgwanthetzoujammerzijnalshetovereenpaarwekenzoustoppen.
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Vraag1Naam: 3Datum: 25-11-2015Functie: ClientbegeleiderTeam: Vraag2aHoevindtuhetonderzoektotnutoegaan?Helaas,warenernoggeen/weinigappsdieaansluitenbijdedoelenvandecliënt,maarikvinddaterwelgoedmeegedachtwerdhoeditwelkon.Vraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?Clientheefthetgoedervaren.Denkdatzijernietzoveel lastvanhaddatdeappnoginontwikkelingis.Vraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?NvtVraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist X c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? Client was enthousiast met de app en vond het leuk om te zien dat ze steeds meer stappen haalde. Waardoor ze dus steeds meer ging bewegen. Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.X
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Vraag 3d (cognitief) Waar merkte u dat aan? Client heeft geen gebruik gemaakt van de denkspelletjes. Ze geeft aan dat ze dit wel leuk had gevonden om te doen. ( ging nu helaas niet omdat het niet geïnstalleerd kon worden op de gsm) Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.X
Vraag 3f (sociaal) Waar merkte u dat aan? / Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren?
a. Ja, heel erg b. Ja, een beetje X c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? Voor op gebied van meer bewegen. De ander aspecten hebben we niet kunnen uitproberen . ik schat in dat dit voor de andere 2 ook minder het effect had gehad. Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?JaVraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?Veel cliënten hebben wensen rondom meer gezondheid en meer bewegen en socialecontacten.Ikdenkdatdegamebuseengoedmiddelkanzijnomdittestimuleren.
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Vraag5cDenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?Vinddatikdaarvoorteweinigmetdegamebushebkunnenwerken,omhiereengoedantwoordoptegeven.Vraag6aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?Geenidee.Iemanddiegoedekennishiervanheeft.KanvanuitLunetzorgzijn,kaniemandzijndiedegamebusheeftontwikkeld.Vraag6bWaarom?Vraag7aWaarvoorzouuGameBuswillengebruiken?Meer beweging stimuleren en ik ben nieuwsgierig wat het op sociaal vlak zou kunnenbrengenvooronzecliënten.Vraag7bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?Meerappsgerichtoptrainingsvlakkenentrucs.Bijvoorbeeldomdingenop te zoeken voor onze cliënten. Zoals een in een recept staatgebruik1dlwater,hoeveelmlisdatdan.Nietalleengerichtopactiveringmaarookwatpraktischedingenerbij.Zodatallesineenis.Vraag8Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?
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Vraag1Naam: 4Datum: 24-11-2015Functie: ClientbegeleiderTeam: Vraag2aHoevindtuhetonderzoektotnutoegaan?Client:“Hetgaatredelijk,ikprobeermijnbesttedoen.Tochlukthetnietiederedagevengoed.”Vraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?Client:“Ikvindhetwelleuk.Hetishandigombijtehouden.”Vraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?Collega’s hebben de presentatie gezien, maar krijgen verder niet veel mee van hetonderzoek.Depresentatievielinsmaak,wasduidelijkenheeftaanhetdenkengezet.Vraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? Client: “Ik merk het omdat ik toch wel echt aan het afvallen ben.” Begeleiding: “Client is niet afgevallen.” Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3d (cognitief) Waar merkte u dat aan?
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Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3f (sociaal) Waar merkte u dat aan? Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren?
a. Ja, heel erg b. Ja, een beetje c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? Client: “Mijn doel is om elke dag meer stappen te hebben.” Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?Vande12cliënten,zijnermaar2cliëntenmeteensmartphone,kijkendnaardegroepisGameBusdannietzinvol.Echtervindtdecliënthetleuk,hijisenthousiast.Vraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?Voor de cliënt om hem aan zijn belafspraken te houden, op tijd te komen op werk,beloningsysteemomdingentedoen,motiverentotmeerbewegen.Vraag5cDenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?Alshet cliëntenmethogerniveaubetreftwel. Echter is dit nietoponzedoelgroep vantoepassing.
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Vraag6aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?Ikdenkdatdekeuzemoetliggenbijhetteam.Alshetteamdemeningvanlunetzorgnietdraagt,zalhetooknietgedragenworden.Dangaathetsowiesogeenzinhebben.Vraag6bWaarom?Vraag7aWaarvoorzouuGameBuswillengebruiken?Vraag7bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?Vraag8Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?
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Vraag1Naam: 5Datum: 23-11-2015Functie: cliëntbegeleiderTeam:
Vraag2aHoevindtuhetonderzoektotnutoegaan?Ikvindhetonderzoektotnutoegoedverlopen.Aanvankelijkwasdecommunicatiemetdeclientevenwatlastigmaarnaeengewenningsfaseliepheteenstukbeter.Declientwerdenthousiastdoordeapp’senlijktdewaardeervanintezienalishetmaardevraaghoelangdemotivatieblijft.Vraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?Inhetbeginalslastigenwatmoeilijktebegrijpen.Daarnazietzedemeerwaardeerwelvaninenvindtzehetleukomtezienwathetresultaatisvanhaarfysiekeinspanningen.Vraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?Dieervarenhetookwelaanpositiefmaarhebbenwelhunbedenkingentenaanzienvanhetgebruikvandeappsopdelangeretermijn.Vraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist X d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? Minder weerstand om dagelijkse beweging te doen en trots als ze het resultaat van haar wandeling kan laten zien aan groepsleiding. Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.X
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Vraag 3d (cognitief) Waar merkte u dat aan? --- Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.X
Vraag 3f (sociaal) Waar merkte u dat aan? Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren?
a. Ja, heel erg b. Ja, een beetje X c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? Dat de client vol trots op school haar resultaten laat zien als ze daar naar toe is gefietst. Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?ZeerzekerVraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?Ontwikkelen van sociale contacten, meer beweging en trainen van cognitievevaardigheden.Vraag5cDenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?MitsdecliëntgemotiveerdenerookdaadwerkelijkietsaanheeftisdekwaliteitvandezorgwelbeterenkanhetbeslisttoegevoegdewaardehebbenvoordezorgverleningvanLunetzorg.
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Vraag5aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?IkzoueencliëntbegeleideraanwijzenVraag5bWaarom?Hij/zijstaatdichterbijdecliëntenenkentdediversedoelen. Vraag6aWaarvoorzouuGameBuswillengebruiken?Vraag6bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?Vraag7Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?
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Vraag1Naam: 6Datum: 25-11-2015Functie: Woonbegeleidercomplex,terreingebondenjeugdTeam: Vraag2aHoevindtuhetonderzoektotnutoegaan?Decliëntwasinhetbeginvanditonderzoekreuzeenthousiast.Hijvoeldezichvereerdengroeidehierzichtbaardoor.Tezijnertijdzwakteditenthousiasmeaf.De cliënt geeft naar eigen zeggen aan dat het soms temoeilijk is. (Ik denk dat hij zijnconcentratieverliest,omdathijhetsomsmoeilijkvindt)Vraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?Declientgeeftaandatermeerafwisselingmagkomenindespellen.Hijervaartheteenbeetjealssaai.Sommigespellenkanhijnietoptimaaluitvoeren,omdaterinzijnomgevingniemandisdieouderisdaneenbepaaldeleeftijdenhijvindtsommigeopdrachtenmoeilijkuitvoerbaar.Alstipgeeftdecliëntaandatermeerspellenmogenkomendieaanzijndoelenwordengekoppeld.Verdergeeftdecliëntaanhetnietvaaktespelen,omdathijhetdrukheeftmetwerk.Vraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?Collega’szijntevensenthousiastoverhetonderzoek.Alsteamzijnwijervanovertuigddatde GameBus een effectieve bijdrage kan leveren aan het toekomstperspectief van decliënten.Vraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.
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a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? De cliënt
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Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.
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a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3d (cognitief) Waar merkte u dat aan? Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).
F
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3f (sociaal) Waar merkte u dat aan? Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren?
E
a. Ja, heel erg b. Ja, een beetje c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? De cliënt gamet graag op zijn kamer. Hij vindt het lastig om hiermee te stoppen en vindt het daarom lastig om dingen te ondernemen.
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Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?Woonlocatie;Duizelwijk4,Hetiszinvol,omdatonzecliëntengevoeligzijnvoorbeloningen/succeservaringen.Hetisbelangrijk voor deze doelgroep om succeservaringen op te doen. Door kleine, simpelespellen en/of activiteiten aan te bieden krijgen ze inzicht in hun handelen, omdat deGameBusisafgestemdophetindividueleontwikkelingsplanvandedesbetreffendecliënt.Doorhunbeperktedenk-enhandelingsvermogenvindenzehetlastigominteschattenwatzewel en niet aankunnen. Hierdoor overschatten of onderschatten zichzelf. Bovendienzorgtditvaakvoornegatieveervaringen,wathunontwikkelingnietbevordert.Wedenkendat de GameBus (uiteindelijk) een positieve bijdrage kan leveren aan de individueleontwikkeling.Vraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?Methetdoeldatzedeindividueledoelenkunnenbehalendoormiddelvankleinestapjesindevormvaneenspelen/ofactiviteit.(Zoalsnuookis)Vraag5cDenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?Hetisafhankelijkvanhetniveauendebeperkingvandecliënt.Nietallecliëntenhebbeneentelefoonennietallecliëntenzijninstaatomtelezen.Hetzoueenmeerwaardekunnenzijnvoordecliëntendieinstaatzijnomtelezen,omdatdespellengekoppeldwordenaandeindividueledoelenvandecliënt.Opdezemanierkunjeefficiëntwerkenaanhetindividueleontwikkelingsplanvandecliënt.Thisdependsonthelevelandlimitationoftheclient.Notall clients have a smartphone,andnotallclientsareabletoread.Itcouldbeanaddedvaluefortheclientsthatareabletoreadandwhenthegamesarelinkedtoindividualgoalsoftheclient.Inthiswayyoucanworkefficientlywiththeindividualdevelopmentplanofaclient.Vraag5aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?Ikzouhetbijeenvastaanspreekpunthouden,zoalsopditmoment?Vraag5bWaarom?Ditzorgtvoorduidelijkeenrechtstreeksecommunicatie.
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Vraag6aWaarvoorzouuGameBuswillengebruiken?Voordeindividuelebehoefte/hulpvraagvandecliënt.Vraag6bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?Onzecliëntgeeftaandathijsommigespellenmoeilijkvindtendathijmeervariatiezouwillen.Voorsommigecliëntenwordteenbeperktekeuzealsnelstandaardofsaaienvoordeanderewordtditimmerstelastigwaardoorzehunconcentratiegaanverliezen.Hetisgoedomditinderdaadaftestemmenopdeindividuelebehoeftevandecliënt.Doorspelleneenvoudiger te houden trigger je zowel het doorzettingsvermogen alsconcentratievermogenvandecliënt.Hierdoorzoujenogeffectieverenefficiënterkunnenwerkenaandeindividueledoelenvandecliënt.Vraag7Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?/
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Vraag1Naam: 7Datum: 26/11/15Functie: Coördinerend/clientbegeleiderTeam: Vraag2aHoevindtuhetonderzoektotnutoegaan?Watikbegrepenhebvandeclientloopthetgoed.
Vraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?PrimazeheeftgereldcontactVraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?Weinigzichtopisooknietveelovergesproken.(leeftooknietzobijhen)Vraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist x d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? Middels een app wandelt ze meer als ze er fysiek toe in staat is Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet x e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3d (cognitief) Waar merkte u dat aan?
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Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet x e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3f (sociaal) Waar merkte u dat aan? Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren?
a. Ja, heel erg b. Ja, een beetje x c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? Ze wil meer competitie met ondergetekende Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?IkdenknietvoordezelocatieVraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?Vraag5cDenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?Ikdenkvooreenenkelebewonerwel
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Vraag5aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?GeenideeVraag5bWaarom? Vraag6aWaarvoorzouuGameBuswillengebruiken?Vraag6bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?Vraag7Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?
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Vraag1Naam: 8Datum: 15december2015Functie: CliëntbegeleiderdagbestedingTeam: Vraag2aHoevindtuhetonderzoektotnutoegaan?Prima.Duidelijkeuitleg.Vraag2bHoeervaartdecliënt(en)hetonderzoektotnutoe?Leuk.Sommigecliëntenzijnheelenthousiastendaarhoorjeveelvan.Sommigeietsminder.(vaakheeftdittemakenmettelefoonsdiehetnietgoeddoen.)Vraag2cHoeervareneventueelanderecollega’svanuithetteamhetonderzoek?nvtVraag3a(fysiek)Stelling: Door te werken met GameBus is decliëntmeergaanbewegen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3b (fysiek) Waar merkte u dat aan? Cliënten vinden de stappenteller erg leuk. Sommigen zijn vaker te voet ergens heen gegaan. Er zijn ook cliënten die al veel bewogen maar het wel erg leuk vonden om dit via de app overzichtelijk te hebben. Vraag3c(cognitief) Stelling: Door te werken met GameBus is decliënt meer denkspelletjes (reactiesnelheid,memory,etc.)gaandoen.(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
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Vraag 3d (cognitief) Waar merkte u dat aan? Cliënten vinden het leuk om punten te verdienen. Een aantal zijn vaker spelletjes gaan doen door de app. Een aantal zijn ook andere spelletjes gaan doen door de app. (een aantal deed bijvoorbeel Candy Crush maar is ipv Candy Crush de denkspelletjes gaan doen. Vraag 3e (sociaal) Stelling:DoortewerkenmetGameBusheeftdecliënt meer sociale contacten gezocht metandere personen (bv. bezoekenvrienden/familie, bezoeken WSP, bezoekanderecliëntenetc.).(Kruisjuisteantwoordaan)
a. Volkomen juist b. Grotendeels juist c. Enigszins juist d. Weet ik niet e. Grotendeels onjuist f. Volkomen onjuist g. N.v.t.
Vraag 3f (sociaal) Waar merkte u dat aan? De meeste cliënten zijn niet vaker naar Pluspunt gekomen door het onderzoek op 1tje na. Dit omdat de meeste al komen op vaste dagen. Vraag 4 Nam de motivatie van uw cliënt toe om fysieke, cognitieve en/of sociale activiteiten uit te voeren?
a. Ja, heel erg b. Ja, een beetje c. Nam niet toe / nam niet af d. Weet ik niet e. Nee, niet echt f. Nee helemaal niet g. N.v.t.
Vraag 4b Waar merkte u dat aan? De motivatie nam zeker toe. Een aantal clíënten is vaker gaan lopen en meer spelletjes gaan doen. Vraag5aDenkt u dat GameBus zinvol kan zijn voor cliënten van uw locatie (woonlocatie,dagbestedingslocatie,WSP,etc.)?Ikdenkdathetzekerzinvolkanzijn.Vraag5bZo ja,hoeenmetwelkdoel zouGameBus ingezet kunnenwordenvoor cliëntenvanuwlocatie?Voor sommige cliënten is de drive om iets competitiefs te doen leuk en daarnaast ommisschienietsdaarbijtekunnenwinnen.Alsmendaardoormeergaatbewegen,vakeropbezoekkomtofmeercognitievespelletjesgedaanwordenisdatmooimeegenomen.
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Voor sommige cliënten zou het ook op individuele basis gebruikt kunnen worden.(bijvoorbeelddestappenteller)bijmensendiebezigzijnmetdelijn.Daarnaastishetmisschienookleukomverschillendewijksteunpuntentegenelkaartelatenstrijden.(erzijnnuookalcompetitiesopgebiedvanvrijetijd(sjoelenendarten)Daarzouhierookietsmeekunnen.Vraag5cDenktudatGameBuseentoegevoegdewaardekanhebbenvoordezorgverleningvanLunetzorg?Enverhoogtditdekwaliteitvanzorg?Zoja,waarom?IkdenkdathetweleentoegevoegdewaardezoukunnenhebbenvoordezorgverleningvanLunet.Hetzoudekwaliteitvanzorgkunnenverhogenbijvoorbeelddusvoormensendiemeerzoudenmoetenbewegen.Doordeappzijncliëntenhiermeertoetemotiveren.Ookdoorhetbelonenvanbezoekenrakenmensenminderineenisolement.Ookditisdusmetdeappmakkelijkertemotiveren.Het is wel de vraag of de cliënten die het echt nodig hebben met de app (met eensmartphone)omkunnengaan.Vraag6aStelLunetzorgbesluitomGameBustegaangebruikenvoorcliëntenvanLunetzorg.Wiezouverantwoordelijkmoetenzijnvoordeimplementatievandezeappbinnenuwlocatie?Begeleidingvanhetwijksteunpuntzelf.
Vraag6bWaarom?Ikdenkdatdeapppasteimplementerenisophetmomentdatdezeautomatischupdate.Ikhebgemerktdatditergveeltijdkostombij10telefoonsdituptodatetehouden,laatstaanbijmeer.Omdatlangnietallecollega’s(encliëntenzelf)heelhandigzijnmoetditwelgoedwerken.Verdermoetdiegenediehetmoetimplementerenzelfookwelhandigzijnmeteentelefoonomdathetnietbijallecliëntenallesevengoedwerkt.(ouderetypestelefoonsetc)Ikweetnietofhethandigisombijeenexternepartijteleggen.(bijvict)omdaterregelmatigwatismettelefoons.)
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Vraag7aWaarvoorzouuGameBuswillengebruiken?VoorhetWSPishetdenkikvooralinteressantomhettegebruikenomtekijkenofmensenvakernaarhetwijksteunpuntkomen.(beloningssysteem?)Vraag7bZijnerpuntendieutoegevoegdofanderszouwillenzienaanGameBus?
- Datallecliëntenuitallegroepenookineenindividuelescorelijstkunnenstaan.Dusgroepaengroepbtegenelkaarenalledeelnemersuitbeidegroepenooknogonderelkaar.(ofbijvoorbeeldalleenwijksteunpuntvanlunetzichtbaarvoorelkaar)
- Datalleinformatiedienietgebruiktwordtooknietzichtbaaris.Denkhierbijaangroepenwaarzenietinzittennietzichtbaar.Enbijactiviteithandmatigtoevoegendatalleendeactiviteitentezienzijnwaarzeaandeelnemen.(bijvsocialselfieensportactivity
- EnbijbijvoorbeelddesportactiviteiteenpulldownmenuomuittekiezeninplaatsvantypeninhetEngels.
Vraag8Heeftuverdernoginformatiedieukwijtwiltoverhetonderzoek?Volgensmijniet..J