以玩家简介为视角,倡导为帕金森病设计富有同情心的治疗游戏

A. Bayrak, Burkhard Wuensche, S. Reading
{"title":"以玩家简介为视角,倡导为帕金森病设计富有同情心的治疗游戏","authors":"A. Bayrak, Burkhard Wuensche, S. Reading","doi":"10.1145/3520495.3520520","DOIUrl":null,"url":null,"abstract":"Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.","PeriodicalId":290959,"journal":{"name":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-11-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson’s disease\",\"authors\":\"A. Bayrak, Burkhard Wuensche, S. Reading\",\"doi\":\"10.1145/3520495.3520520\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.\",\"PeriodicalId\":290959,\"journal\":{\"name\":\"Proceedings of the 33rd Australian Conference on Human-Computer Interaction\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-11-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 33rd Australian Conference on Human-Computer Interaction\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3520495.3520520\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 33rd Australian Conference on Human-Computer Interaction","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3520495.3520520","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

摘要

治疗游戏旨在利用电子游戏的激励力量来提高治疗依从性,诱导和维持动机,提升情绪,鼓励身体和/或认知活动。商业游戏往往提供吸引人的玩法,但通常不会考虑玩家的康复需求或身体和认知能力。为了克服这一缺陷,许多定制治疗游戏应运而生,这些游戏侧重于康复过程,但往往难以提供足够吸引人的长期游戏体验。在本文中,我们提出了一个新的框架来帮助开发者描述康复游戏的用户,以支持更富有同情心和更有效的设计。该框架是通过系统地回顾现有的帕金森病患者康复治疗游戏的设计和有效性而得出的。尽管如此,我们相信最终的框架也可以应用于其他疾病的治疗游戏。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson’s disease
Therapy games aim to leverage the motivational power of video games towards increasing adherence to therapy, inducing and maintaining motivation, elevating mood, and encouraging physical and/or cognitive activity. Commercial games tend to offer an attractive gameplay, but usually do not consider the rehabilitation needs or physical and cognitive abilities of the player. In order to overcome this shortcoming many custom-built therapy games have been proposed, which focus on the rehabilitation process, but often struggle to offer a compelling enough game experience for long term engagement. In this paper we present a novel framework for helping developers to profile users of a rehabilitation game in order to support a more compassionate and effective design. The framework was derived by systematically reviewing the design and effectiveness of existing therapy games for rehabilitation of people living with Parkinson’s disease. Nonetheless, we believe the resulting framework can also be applied to therapy games for other disorders.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信