What Remains?

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.

What remains?

What remains makes it easier to communicate with Alzheimer patients. Family members collect photographs of major events in the patient’s life. When the elderly are handed the photographs in glass balls, they often spontaneously start sorting them and telling stories. This makes it easier for the care givers to get to know the patients. For example, a woman suffering from Alzheimer kept searching for her shoes that she was actually wearing at the time. When she was handed photographs of the church and of her father, the care giver suddenly understood that the woman had lost her Sunday shoes. Her family bought a second pair, after which the woman was no longer restless.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Alessia Cadamuro
Dr. Valentijn Visch

Contact and Information

Valentijn Visch
V.T.Visch@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.

What remains?

What remains makes it easier to communicate with Alzheimer patients. Family members collect photographs of major events in the patient’s life. When the elderly are handed the photographs in glass balls, they often spontaneously start sorting them and telling stories. This makes it easier for the care givers to get to know the patients. For example, a woman suffering from Alzheimer kept searching for her shoes that she was actually wearing at the time. When she was handed photographs of the church and of her father, the care giver suddenly understood that the woman had lost her Sunday shoes. Her family bought a second pair, after which the woman was no longer restless.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Alessia Cadamuro
Dr. Valentijn Visch

Contact and Information

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

back to cases

What Remains?

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.

What remains?

What remains makes it easier to communicate with Alzheimer patients. Family members collect photographs of major events in the patient’s life. When the elderly are handed the photographs in glass balls, they often spontaneously start sorting them and telling stories. This makes it easier for the care givers to get to know the patients. For example, a woman suffering from Alzheimer kept searching for her shoes that she was actually wearing at the time. When she was handed photographs of the church and of her father, the care giver suddenly understood that the woman had lost her Sunday shoes. Her family bought a second pair, after which the woman was no longer restless.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Alessia Cadamuro
Dr. Valentijn Visch

Contact and Information

Valentijn Visch
V.T.Visch@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.

What remains?

What remains makes it easier to communicate with Alzheimer patients. Family members collect photographs of major events in the patient’s life. When the elderly are handed the photographs in glass balls, they often spontaneously start sorting them and telling stories. This makes it easier for the care givers to get to know the patients. For example, a woman suffering from Alzheimer kept searching for her shoes that she was actually wearing at the time. When she was handed photographs of the church and of her father, the care giver suddenly understood that the woman had lost her Sunday shoes. Her family bought a second pair, after which the woman was no longer restless.

Partners

Design Academy Eindhoven
Delft University of Technology
Careyn ouderenzorg

People

Alessia Cadamuro
Dr. Valentijn Visch

Contact and Information

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

back to cases