4 research outputs found

    Design Science Paradigm in the Development of Serious Game for Cognitive Rehabilitation

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    The use of serious games in cognitive rehabilitation would be invaluable to the rehabilitation process and provide advantages that may not be available in conventional rehabilitation. Although many recent game-based interventions for cognitive rehabilitation have been reported in the literature, not much knowledge is available on the best approach to develop usable games for individuals with cognitive disabilities. Therefore, Design Science approach was adopted to find a solution to this problem. This paper explores an existing Design Science framework and methodology, which are then combined and reduced into one single framework. This paper further examines how this framework can be used as a means to develop an artefact that can be used as a guideline in developing serious games for cognitive rehabilitation. The Design Science paradigm works well for the development of serious game for cognitive rehabilitation. This paper concludes with a discussion of the research contributions

    A Rehabilitation Gaming System for Cognitive Deficiencies: Design and Usability Evaluation

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    Patients with Acquired Brain Injuries or ABI experience various cognitive deficiencies that adversely impact their daily lives, as their ability to perform everyday activities, becomes severely limited. These patients would benefit more from engaging in unconventional cognitive rehabilitation, specifically rehabilitation using Serious Games. However, it is difficult to categorize cognitive disabilities due to their heterogeneity; therefore individualized rehabilitation interventions are required. It is also challenging to design games for cognitive rehabilitation, as the complexity and production cost for these games are usually very high. There is an abundance of recent studies on cognitive rehabilitation, particularly game-based interventions. However, some studies explain how to design games that are enjoyable and usable for patients with cognitive disabilities. Hence, this study addresses this issue with a proposed framework for therapeutic game developers targeting patients with cognitive deficiencies. To this end, a prototype Rehabilitation Gaming System (RGS) was developed and evaluated by therapists. A 7-point Likert scale usability questionnaire was used and the mean scores for layout/design (5.94), ease of use (5.40), easy to learn (5.76), usefulness (5.96) and satisfaction (6.1) indicate that RGS has good usability. Therapists are willing to use RGS for rehabilitation purposes. Practitioners, game developers, and patients in the healthcare field will be able to use the proposed framework as a guide and tool for designing and implementing games targeted for cognitive rehabilitation.

    Videogames, persuasion & deceit

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    Tese de doutoramento, Informática (Engenharia Informática), Universidade de Lisboa, Faculdade de Ciências, 2014Videogames have grown to be one of the most important forms of entertainment. Designers and developers constantly strive to innovate and include mechanics which provide the best experiences to consumers. Games typically integrate a diversity of instruments and mechanisms (among these, persuasive technology) which attempt to offer players the best experience possible, leading them to a state of optimal experience. The relation between these instruments and their effects on player experience suffer from scarce documentation and empirical sustainment, resulting in a lack of insight regarding how players are affected by them. This thesis documents how we addressed these research opportunities, tied videogames, persuasive technology and players as well as driven existing knowledge about persuasion forward. This research’s goal concerns the gathering of empirical evidence showing that different types of persuasive instruments can be employed in videogames to steer players towards a state of optimal experience. Our analysis focuses exclusively on how these mechanisms impact on the player’s performance and emotional state. In addition to this goal, we explored alternative persuasion strategies which are often disregarded due to existing and preconceived negative coverage – deceit. This effort lead us to cover how deceitful persuasive interventions are designed, in what circumstances they are employed and the relation between them and the videogames domain. Treading throughout these research goals resulted in a set of theoretical and empirical contributions tying both persuasive technology and videogames. We present player experience data supporting the role of persuasive technology in attaining an optimal experience state, addressing both performance and physiological evidence. We also a model, created with the intent of supporting designers and developers in establishing deceitful persuasive interventions. This model is put into practice, allowing us to test and show that deceitful and real persuasive instruments can have equivalent effects on player experience.Fundação para a Ciência e a Tecnologia (FCT
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