Lisette van Gemert – Pijnen

Prof. Dr. at University of Twente

Lisette van Gemert – Pijnen

Prof. Dr. at University of Twente


Lisette is full professor Persuasive Health Technology at the University of Twente, and she has an appointment as senior researcher at the University Medical Center Groningen and as adjunct professor at the University of Waterloo (Canada).
Lisette founded and coordinates the Center for eHealth & Wellbeing Research at the University of Twente, and the lab Persuasive Health Technology which captures the projects & products of her research (group).
She is the chair of the Health Research Domain of the faculty of Behavioral, Management and Social sciences at the university of Twente. As full professor Persuasive Health Technology she coordinates the Health Research Domain from Technical Medicine Centre of the University of Twente.
She has a long-term expertise in the area of persuasive & personalized coaching using empathic monitoring technologies, and in the establishment of a smart European knowledge infrastructure via innovative Life Long Learning systems for design and implementation of eLearning-concepts in HealthCare (blended care; virtual reality) and in Education (eHealth MOOC, massive online Instructional technology & eHealth Theory and Evaluation methods).
Lisette is the editor of the book ‘eHealth Research, Theory and Development, a multidisciplinary approach, a textbook for ehealth students and professionals.


Development of a persuasive game to manage wicked problems: One Health Hub 

My presentation is about the development of serious games for wicked societal problems, problems that need the involvement of multi-stakeholders and there is no 1 solution that fit all stakeholders. Think about global issues like climate change, killer robots, and global health topics as resistance to antibiotics. Issues that require an interdisciplinary based approach of designing solutions that are sustainable and manageable.
I will show a case study in the area of global health, managing resistance to antibiotics which is a huge global problem requiring international learning environments.

Serious Gaming offers an opportunity to bridge the geographical distances and visionary differences among various stakeholders, and to create an environment for collaborative training and learning. In cocreation with stakeholders and experts we developed a serious game, an environment for professionals and public.
A mixed methods research approach has been applied, a toolkit with instruments to design for commitment, engagement and collaborative learning. The toolkit and approach we applied can be seen as a multidisciplinary methodology to design for safety using persuasive technologies.