Master Thesis defense by Maarten Kooijman on GameBus

On Monday, February 15th, 2016, Maarten Kooijman will defend his master thesis entitled “The potential of a mobile health rewarding app (GameBus) for people with  Intellectual disabilities”.  Everyone is cordially invited to join to learn, ask questions and give feedback.

Where: TU/e, Paviljoen building, room K10

When: 13:00-14:00

Stakeholders:

  • Supervisors TU/e: Dr. P.M.E. (Pieter) Van Gorp, Prof. Dr. J.H.D.M (Joyce) Westerink
  • Supervisors Lunet Zorg (the home care organization at which the practical work was performed): P. (Patrick) Leijte, R. (Ruud) Kavelaars, H.J. (Henk) van Heffen

Subject headings: HEALTH CARE; E-HEALTH; M-HEALTH, GAMIFICATION, INTELLECTUAL DISABILLITIES

Abstract: This research describes the results of a six-month graduation project within the GameBus project. GameBus is a novel app, developed within a multinationality collaboration. The app engages families and friends to stay active physically, cognitively and socially via an enjoyable personalized gaming experience. GameBus connects children, colleagues, the elderly and other family members to join physical, cognitive and social challenges, and it is unique because it crosses the boundaries of existing health apps. The app was not designed explicitly for people with intellectual disabilities. However, some issues (e.g., social isolation, insufficient physical exercise, etc.) play a role in the care for people with intellectual disabilities, as they do in care for the elderly. Therefore, it is worthwhile to investigate if health-rewarding apps like GameBus can play a role within healthcare organizations for people with intellectual disabilities. Via this master thesis project, it has been examined which clients are eligible for GameBus and how the app might be used in the future. The findings and experiences of clients and client supervisors with the application of GameBus are presented. Three promising use cases were found in which GameBus can play a role. GameBus is a valuable way to motivate and stimulate clients to perform physical, social, cognitive and other (e.g., domestic) activities.

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