Application of Gamification Tool in Hand Rehabilitation Process

Adilkhan Shyngys, Alimanova Madina
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引用次数: 1

Abstract

Video games are constantly evolving and today they are one of the main types of entertainment. As we live in the digital age, the implementation of IT solutions in other areas of activity remains relevant. Today, almost all processes use IT technologies: calling a taxi, ordering food, education, shopping, and so on. The use of IT technologies in the field of medicine is not uncommon. But it's not often that you see video games being used in this area. Video games and their development are an integral part of the IT sphere. The technologies that exist now allow us to create our own game products, which can then be implemented in other processes. This research is aimed at studying the term of "gamification", its impact on rehabilitation processes, and the study of gamification tools and game products used in the field of medicine. In this research we propose a gamified solution for hand rehabilitation process which include 3D game that work in conjunction with the VR tool called Leap Motion. Since video games attract people with reward systems, goals and many other factors, why not to use it as a key element in process of rehabilitation? In some cases, it is more effective method rather than traditional therapy.
游戏化工具在手部康复过程中的应用
电子游戏是不断发展的,今天它们是主要的娱乐类型之一。由于我们生活在数字时代,在其他活动领域实施IT解决方案仍然具有相关性。今天,几乎所有的流程都使用IT技术:叫出租车、订餐、教育、购物等等。信息技术在医学领域的应用并不罕见。但电子游戏在这一领域的应用并不多见。电子游戏及其开发是IT领域不可或缺的一部分。现有的技术允许我们创造自己的游戏产品,然后将其执行到其他流程中。本研究旨在研究“游戏化”一词及其对康复过程的影响,并研究游戏化工具和游戏产品在医学领域的应用。在这项研究中,我们提出了一个手部康复过程的游戏化解决方案,其中包括与VR工具Leap Motion一起工作的3D游戏。既然电子游戏以奖励系统、目标和许多其他因素吸引人们,为什么不将其作为康复过程中的关键元素呢?在某些情况下,它是比传统疗法更有效的方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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