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Persona’s en gebruiksscenario’s voor eHealth applicaties : bevordering van de seksuele gezondheid van jongeren met behulp van serious games

Wiegelmann, S.D. (2014) Persona’s en gebruiksscenario’s voor eHealth applicaties : bevordering van de seksuele gezondheid van jongeren met behulp van serious games.

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Abstract:Adolescents are at higher risk for negative sexual health outcomes than other age groups. Especially adolescents who are poorly educated and those that belong to ethnic minorities are vulnerable to sexually transmitted diseases or unwanted pregnancies. The application of serious games is currently a widely used eHealth technology for the promotion of health for adolescents from risk groups. The goal of this research is to translate the collected data over the usage and evaluation of modern eHealth applications, such as serious games, to personas and user scenarios to develop and implement effective eHealth technologies that are applied to the specific risk group. The data was collected through four focus groups and one questionnaire within the framework of the serious games of the nationwide Sense program. In total, 37 low-educated adolescents, who were partly from foreign origin, participated in the research. The participants were aged between twelve and twenty-four years. The design of personas on the basis of the data is a user-centered method in the pre-design phase of the CeHRes Roadmap, a model for the development of eHealth technologies. Based on this research it becomes clear that serious games have to satisfy five general guidelines. The games have to include points or scores and provide tension and action. Besides, the games have to be designed interactively, there have to be different levels of difficulty and the design has to be attractive for the target group. Moreover, the data shows that serious games appear to be suitable for ethnic minorities. Serious games appear to be more appropriate for boys than for girls and for the age group from twelve to fourteen years. Two personas were designed that differ from each other concerning gender, age, origin and sexual experience. The scenarios that go with them describe the interaction of the persona’s with the existent serious games in everyday life and make clear that the personas are not satisfied with some aspects of the games. In general, it becomes obvious that serious games have to satisfy the guidelines described above to reach the risk group and to preventively protect the sexual health of adolescents. For Sense this implicates that the existent serious games have to be modified or new games have to be developed based on the research outcomes.
Item Type:Essay (Bachelor)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:77 psychology
Programme:Psychology BSc (56604)
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