Active Cues

Design Changes Design 2013
4TU Delft
4TU Eindhoven
4TU Twente
4TU Wageningen

G-Motiv

G-Motiv is a multidisciplinary project aiming to develop new approaches to behavioural change on a physical, mental, and social level. The project has partners in science, design and application fields. Besides increasing the scientific knowledge on the motivational effect of game-elements, the project will generate dedicated Product-System-Service prototypes in the fields of addiction therapy, elderly care and human resources. Ultimately, the project aims to stimulate structural behavioural change of the user.

“In a playful setting people feel free and committed. We use these positive effects in our project to bring about behavioural changes in the real world,” says Valentijn Visch. The project uses knowledge from the serious gaming industry.

Active cues

Elderly people suffering from Alzheimer spend much time dozing in their chairs. This game is projected on to the nursing home’s table. It seduces the elderly to play with the projections, thus making them more active.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Delft University of Technology:
Ir. Hester Anderiesen
Dr. Valentijn Visch
Design Academy Eindhoven:
Susana Camara Leret
Alessia Cadamuro

Contact and Information

Valentijn Visch
V.T.Visch [at] tudelft . nl
www.crispplatform.nl/g-motiv/g-motiv
Download the G-Motiv poster here.

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G-Motiv

G-Motiv is a multidisciplinary project aiming to develop new approaches to behavioural change on a physical, mental, and social level. The project has partners in science, design and application fields. Besides increasing the scientific knowledge on the motivational effect of game-elements, the project will generate dedicated Product-System-Service prototypes in the fields of addiction therapy, elderly care and human resources. Ultimately, the project aims to stimulate structural behavioural change of the user.

“In a playful setting people feel free and committed. We use these positive effects in our project to bring about behavioural changes in the real world,” says Valentijn Visch. The project uses knowledge from the serious gaming industry.

Active cues

Elderly people suffering from Alzheimer spend much time dozing in their chairs. This game is projected on to the nursing home’s table. It seduces the elderly to play with the projections, thus making them more active.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Delft University of Technology:
Ir. Hester Anderiesen
Dr. Valentijn Visch
Design Academy Eindhoven:
Susana Camara Leret
Alessia Cadamuro

Contact and Information

Valentijn Visch
V.T.Visch [at] tudelft . nl
www.crispplatform.nl/g-motiv/g-motiv
Download the G-Motiv poster here.

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Active Cues

G-Motiv

G-Motiv is a multidisciplinary project aiming to develop new approaches to behavioural change on a physical, mental, and social level. The project has partners in science, design and application fields. Besides increasing the scientific knowledge on the motivational effect of game-elements, the project will generate dedicated Product-System-Service prototypes in the fields of addiction therapy, elderly care and human resources. Ultimately, the project aims to stimulate structural behavioural change of the user.

“In a playful setting people feel free and committed. We use these positive effects in our project to bring about behavioural changes in the real world,” says Valentijn Visch. The project uses knowledge from the serious gaming industry.

Active cues

Elderly people suffering from Alzheimer spend much time dozing in their chairs. This game is projected on to the nursing home’s table. It seduces the elderly to play with the projections, thus making them more active.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Delft University of Technology:
Ir. Hester Anderiesen
Dr. Valentijn Visch
Design Academy Eindhoven:
Susana Camara Leret
Alessia Cadamuro

Contact and Information

Valentijn Visch
V.T.Visch [at] tudelft . nl
www.crispplatform.nl/g-motiv/g-motiv
Download the G-Motiv poster here.

back to cases

G-Motiv

G-Motiv is a multidisciplinary project aiming to develop new approaches to behavioural change on a physical, mental, and social level. The project has partners in science, design and application fields. Besides increasing the scientific knowledge on the motivational effect of game-elements, the project will generate dedicated Product-System-Service prototypes in the fields of addiction therapy, elderly care and human resources. Ultimately, the project aims to stimulate structural behavioural change of the user.

“In a playful setting people feel free and committed. We use these positive effects in our project to bring about behavioural changes in the real world,” says Valentijn Visch. The project uses knowledge from the serious gaming industry.

Active cues

Elderly people suffering from Alzheimer spend much time dozing in their chairs. This game is projected on to the nursing home’s table. It seduces the elderly to play with the projections, thus making them more active.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Delft University of Technology:
Ir. Hester Anderiesen
Dr. Valentijn Visch
Design Academy Eindhoven:
Susana Camara Leret
Alessia Cadamuro

Contact and Information

Valentijn Visch
V.T.Visch [at] tudelft . nl
www.crispplatform.nl/g-motiv/g-motiv
Download the G-Motiv poster here.

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