{"title":"A method to study purposeful game design process","authors":"Sandeep Athavale, G. Dalvi","doi":"10.1109/SeGAH.2018.8401315","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401315","url":null,"abstract":"Demand for designing effective purposeful games for education, healthcare and social change is increasing. However, the underlying processes used in the design of effective purposeful games are understudied. Prominent among these, is the need to understand strategies that designers use to translate content into gameplay. We propose a method to elicit strategies used by designers. Our method uses protocol analysis within an experimental setup to study the purposeful game design process. This paper describes the implementation of the method, and the rationale for our decisions. The method was validated through a set of pilot studies. Through the results of these studies, we discuss the adequacy and limitations of the method and the modifications required. The results of the pilot study provide insights into the game design process. They suggest that our method is capable of revealing strategies used by designers in translating content from problem space to game elements. The main contribution of our work is the selection, adaptation and demonstration of a method to study game design practice in-situ, and thereby create a methodological foundation to discover processes and strategies for effective purposeful game design.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127645586","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Developing a serious game for the elderly to do physical and cognitive hybrid activities","authors":"Yu-Hsiang Lin, Hui-Fen Mao, Yun-Cheng Tsai, Jui-Jen Chou","doi":"10.1109/SeGAH.2018.8401314","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401314","url":null,"abstract":"The purpose of this study was to develop a serious game to stimulate older adults' cognitive and physical functions in which the processing speed, short-term memory, working memory, and eye-hand coordination are significantly declined with age. We utilize sensors, a microcontroller, gaming technologies to create a cost effective serious game. The modular design allows it to be extended or modified easily and rapidly according to the subject's profile of cognitive and physical abilities, and also could be used as an outcome measure of cognitive training. The serious game consists of a motion-sensing controller, a rhythm game and a cognitive skills evaluation approach. First, to interact with our serious game, the elderly players are asked to perform physical actions like acupressure points' slapping to activate the motion sensing controller. Second, they need to overcome challenges from the rhythm game. The challenges are composed of three game scenarios and each one can activate a specific cognitive skill like response speed, short-term memory or working memory. During the game's playing, the serious game will record the elderly's gameplay data. With this data, we propose a gameplay data analysis approach to evaluate the elderly players' cognitive skills in short-term memory and working memory. Finally, we conducted an experiment to test the feasibility and discover phenomena which may be helpful in the improvement of our serious game in future.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"513 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116564360","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Interactive game for children with difficulty crossing the midline","authors":"Jonathan Jacobs, Japie Greeff, Reolyn Heymann","doi":"10.1109/SeGAH.2018.8401348","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401348","url":null,"abstract":"By the age of five years, a child ought to have mastered the corresponding expertise of bilateral integration, utilizing both sides of the body simultaneously, called “crossing the midline”. This means that when a child who has difficulty crossing the midline is confronted with actions that require the midline to be crossed, the child is unable to perform the action in the correct manner. When the midline is crossed spontaneously, paths in the brain are developed. This skill is essential for the advancement of various motor and cognitive skills. Children who have trouble crossing the body's midline, frequently experience difficulties with mundane, day to day activities. Understanding the challenges children who suffer from crossing the midline face, this paper focuses on the creation of an interactive game and particularly the development of an input device that could be used by children. It is postulated that the playing of an interactive game forms the required pathways to conduct movements that once did not seem comfortable or possible for the child. During development of the interactive game the guidance of occupational therapists was sought. What is unique about this project is the successful design of an affordable device, that can accurately simulate and guide the movement of the child in the process of treating their difficulty of crossing the midline. The project further provides scope for other gross and fine motor difficulties children have to be treated.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128491640","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Towards a framework for rehabilitation and assessment of upper limb motor function based on Serious Games","authors":"E. Oña, C. Balaguer, Alberto Jardón Huete","doi":"10.1109/SeGAH.2018.8401346","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401346","url":null,"abstract":"Serious Games and Virtual Reality (VR) are being considered at present as an alternative to traditional rehabilitation therapies. In this paper, the ongoing development of a framework focused on rehabilitation and assessment of the upper limb motor function based on serious games as a source of entertainment for physiotherapy patients is described. A set of OpenSource Serious Games for rehabilitation has been developed, using the last version of Microsoft1® Kinect™ as low cost monitoring sensor and the software Unity. These Serious Games captures 3D human body data and it stored them in the patient database to facilitate a later clinical analysis to the therapist. Also, a VR-based system for the automated assessment of motor function based on Fugl-Meyer Assessment Test (FMA) is addressed. The proposed system attempts to be an useful therapeutic tool for tele-rehabilitation in order to reduce the number of patients, time spent and cost to hospitals.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117311842","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Breaking barriers to game-based learning for active ageing and healthy lifestyles A qualitative interview study with experts in the field","authors":"L. Costa, A. Veloso, Michael Loizou, S. Arnab","doi":"10.1109/SeGAH.2018.8401320","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401320","url":null,"abstract":"This study aims to explore a set of design components that a game-based learning programme should have in order to encourage active ageing and healthy lifestyles. Semi-structured interviews were conducted with 10 Subject Matter Experts from the Industry and the Educational Sector in the fields of Games, Human-Computer Interaction, Psychology and Ageing Studies. A thematic analysis of the interviewee's answers identified a set of recommendations for the following topics: Designing age-friendly environments; Perspectives on the (Co-) Design Process; Designing for learning and behaviour change; and the monetization of a game.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"99 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124963919","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A serious virtual reality game to train spatial cognition for medical ultrasound imaging","authors":"Benjamin Byl, Matthias Süncksen, M. Teistler","doi":"10.1109/SeGAH.2018.8401365","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401365","url":null,"abstract":"Understanding spatial relationships in medical ultrasound imaging is difficult. This work presents an approach towards using a serious game to teach spatial understanding for medical ultrasound in a non-medical virtual reality context. The created virtual reality environment resembles a toy factory, in which the user has to solve object recognition tasks by using a probe that produces 2D ultrasound-like slice images. The results of a first evaluation show that the game in combination with virtual reality is seen as attractive and stimulating by the participants. We observed that the participants' performance improved with repeated usage of the system. The evaluation also revealed that self-descriptiveness of the game is a critical factor, which in our case needs to be improved.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126123367","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Matthias Süncksen, Henner Bendig, M. Teistler, M. Wagner, O. Bott, K. Dresing
{"title":"Gamification and virtual reality for teaching mobile x-ray imaging","authors":"Matthias Süncksen, Henner Bendig, M. Teistler, M. Wagner, O. Bott, K. Dresing","doi":"10.1109/SeGAH.2018.8401364","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401364","url":null,"abstract":"Mobile x-ray devices like C-arms are routinely used in the operating room to assist in surgical interventions. C-arms need to be adequately operated to avoid unnecessary radiation exposure and intraoperative delays. We present a simulation-based training system to support training of operating room personnel in a virtual environment. To make learning more efficient and enjoyable we integrated aspects of gamification. In a game-like setting the user has to generate specific radiographs of a virtual patient. Game points are awarded with regard to image accuracy time needed and overall radiation exposure. To learn basics of C-arm handling and x-ray imaging non-medical objects can be examined as a first step. A virtual reality interface is provided to allow the user to interact with the C-arm in a more realistic way. User evaluations show that this approach is widely appreciated as providing a user-friendly and sufficiently realistic training tool with a high educational value for intraoperative C-arm imaging.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123156257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jonas Schild, Dieter Lerner, Sebastian Misztal, Thomas Luiz
{"title":"EPICSAVE — Enhancing vocational training for paramedics with multi-user virtual reality","authors":"Jonas Schild, Dieter Lerner, Sebastian Misztal, Thomas Luiz","doi":"10.1109/SeGAH.2018.8401353","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401353","url":null,"abstract":"An anaphylactic shock constitutes a representative scenario for critical paramedical cases that happen too rare to eventually occur within a regular curricular term of vocational training. As a possible solution, this paper presents EPICSAVE, a development case that yields novel training tools using multi-user virtual reality (VR) and serious game methodology. The case describes the interdisciplinary setup and iterative workflow of the development of a simulation prototype. Examples show design tools and methodologies, e.g., finding focus in medical treatment. Results from two pilot studies indicate that specifically multi-user VR may enhance paramedic training. The subsequently developed prototype offers collaborative training for two paramedic trainees and one trainer. Results from a user study with paramedic trainees indicate that experiencing a positive VR training outcome depends on high presence effects and is limited by usability issues. We provide a list of open design and usability issues that shall help to improve future integration of multi-user VR in training facilities.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115261294","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marta Mondellini, S. Arlati, S. Pizzagalli, Luca Greci, M. Sacco, G. Ferrigno
{"title":"Assessment of the usability of an immersive virtual supermarket for the cognitive rehabilitation of elderly patients: A pilot study on young adults","authors":"Marta Mondellini, S. Arlati, S. Pizzagalli, Luca Greci, M. Sacco, G. Ferrigno","doi":"10.1109/SeGAH.2018.8401313","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401313","url":null,"abstract":"In recent years, the use of virtual reality in rehabilitation has become a topic of growing interest, and many studies showed that virtual environments could represent a promising solution to enhance the cognitive rehabilitation of older patients affected by Mild Cognitive Impairment. This work presents an immersive environment representing a supermarket, developed with the aim of training cognitive capabilities in elderlies showing first symptoms of cognitive decline. The immersive environment — the Virtual Supermarket — has been validated on a sample of healthy subjects; the usability of the system was investigated in order to highlight potential issues that needed to be improved before conducting trials on a frail population. The contributions of sense of presence, cybersickness and enjoyment, as well as spontaneous users' comments, were also taken into account. The results, obtained through both self-reports and objective performance measurements, showed a very good usability of the system. Nonetheless, the clearness of the products and the interaction modalities should be improved before starting a trial with elderly patients.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"2015 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129000237","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mobile gaming in gyms — Can fitness and games join together?","authors":"E. Siira, J. Häikiö, Elina Annanperä","doi":"10.1109/SeGAH.2018.8401350","DOIUrl":"https://doi.org/10.1109/SeGAH.2018.8401350","url":null,"abstract":"Combining gym exercising and mobile gaming is bringing together two global trends. In this research, it has been studied how a gym-themed mobile game can be connected to a real gym setting by bringing personal exercising data from wearable sensors and gym equipment to the game. It is also studied how the gym goers see the gaming when combined to their exercising routines.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123126524","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}