Specification, Use and Impact of the Persuasive Serious Game S'TIM in a Rehabilitation Process for Patients with Dysexecutive Syndrome

J. Golliot, M. Timsit, Cathy Herrera, Elodie Fontugne, A. Abellard, M. Durampart
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引用次数: 1

Abstract

The aim of this multidisciplinary study is to specify and develop a Serious-Game (SG) to immerge patients with a dysexecutive syndrome in a virtual word. With an elaborate scenario and various challenges, the SG we named S'TIM is used on a robotised and easy-to-use touch table. The high stakes for patients are firstly to break anosognosia and intrinsically motivate patients to implicate them in their rehabilitation; Secondly to enable them to reach a sufficient metacognition level to develop their own strategy and select the most relevant in each context. Finally, to facilitate these strategies transfer in daily-life. Changes in organisations will also be observed.
劝导式严肃游戏S'TIM在执行障碍患者康复过程中的规范、使用及影响
这项多学科研究的目的是指定和开发一种严肃游戏(SG),使患有执行障碍综合征的患者沉浸在虚拟世界中。经过精心设计的场景和各种挑战,我们命名为S'TIM的SG被用于机器人化和易于使用的触摸桌。对患者来说,当务之急是打破病感失认症,并从本质上激励患者参与康复;其次,使他们达到足够的元认知水平,以制定自己的策略,并在每种情境中选择最相关的策略。最后,促进这些策略在日常生活中的转化。组织的变化也将被观察到。
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