A web-survey was disseminated to different stakeholders living or surrounding people living with Parkinson’s disease to seek their views about the Personalized Game Suite (PGS) developed by i-PROGNOSIS. This survey made them ‘co-creators’ of the whole design process and will feed technical partners with recommendations for PD-related Serious-Game (SG) designers.

104 participants with different backgrounds, i.e. participants living with Parkinson’s disease (PD), healthcare professionals with experience in PD patients, researchers, game designers and programmers as well as participants without PD have responded to the survey. Their responses brought up the following conclusions:

  1. The number of surprises in the game should be considered, there should be enough to trigger the user’s engagement with the game. These influence the way game interactions (e.g., balanced body movements, body reaction time) are transformed to everyday behaviors, when coping with the PD symptoms (e.g., rigidity, limited range of motion, balance and coordination issues, abnormal posture);
  2. Within the game-based learning context, introducing surprises can stimulate players to engage in relevant processes, such as organizing and integrating knowledge that fosters learning and behavioral change without jeopardizing the motivational appeal of the game; and
  3. Surprises act as a disruption and trigger an emotional reaction while simultaneously serving a cognitive goal. Players want to understand why the surprise occurred, this can play a key role in learning, re-educating, training and informing PD patients.

Moreover, the main results obtained through this survey have served as important inputs to support and sustain the route of the game development process within the i-PROGNOSIS project. Further information can be found in this more detailed scientific paper.