{"title":"Adopting Best Practices from the Games Industry in Development of Serious Games for Health","authors":"G. Ushaw, Richard Davison, J. Eyre, G. Morgan","doi":"10.1145/2750511.2750513","DOIUrl":null,"url":null,"abstract":"We describe how developers with extensive experience in the entertainment video game industry approach the creation of rehabilitative games. A key element a game for health shares with a game from the entertainment industry is the ability to engage over long periods of time: the longer a commercial game engages the more popular it becomes, improving its revenue; the longer a game for health is played the more extensive an intervention, improving patient outcomes. As such, having worked on a number of successful titles for over twenty years we explored transferring player engagement techniques in games for entertainment over to games for health. This we achieved in a series of rehabilitative games for different patient conditions and demographics. We present our findings as a number of design and implementation practises that bring a heightened sense of engagement and replay value to games for patients that do not distract from the main health benefit.","PeriodicalId":91246,"journal":{"name":"DH'15: proceedings of the 5th International Conference on Digital Health 2015 : May 18-20, 2015, Florence, Italy. International Conference on Digital Health (5th : 2015 : Florence, Italy)","volume":"10 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2015-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"20","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"DH'15: proceedings of the 5th International Conference on Digital Health 2015 : May 18-20, 2015, Florence, Italy. International Conference on Digital Health (5th : 2015 : Florence, Italy)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2750511.2750513","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 20
Abstract
We describe how developers with extensive experience in the entertainment video game industry approach the creation of rehabilitative games. A key element a game for health shares with a game from the entertainment industry is the ability to engage over long periods of time: the longer a commercial game engages the more popular it becomes, improving its revenue; the longer a game for health is played the more extensive an intervention, improving patient outcomes. As such, having worked on a number of successful titles for over twenty years we explored transferring player engagement techniques in games for entertainment over to games for health. This we achieved in a series of rehabilitative games for different patient conditions and demographics. We present our findings as a number of design and implementation practises that bring a heightened sense of engagement and replay value to games for patients that do not distract from the main health benefit.