TY - GEN
T1 - Player Profile as a Lens to Advocate Designing Compassionate Therapy Games for Parkinson's disease
AU - Tece Bayrak, Aslihan
AU - Wuensche, Burkhard
AU - Reading, Stacey A.
N1 - Publisher Copyright:
© 2021 ACM.
PY - 2021/11/30
Y1 - 2021/11/30
N2 - 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.
AB - 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.
KW - Games4Health
KW - Parkinson's Disease
KW - Player profile
KW - Systematic Review
KW - Therapy games
UR - http://www.scopus.com/inward/record.url?scp=85139158409&partnerID=8YFLogxK
U2 - 10.1145/3520495.3520520
DO - 10.1145/3520495.3520520
M3 - Conference contribution
AN - SCOPUS:85139158409
T3 - ACM International Conference Proceeding Series
SP - 327
EP - 340
BT - Proceedings of the 33rd Australian Computer-Human Interaction Conference, OzCHI 2021
A2 - Buchanan, George
A2 - Davis, Hilary
A2 - Al Mahmud, Abdullah
A2 - Sarsenbayeva, Zhanna
A2 - Soro, Alessandro
A2 - Munoz, Diego
A2 - Potter, Leigh Ellen
A2 - Taylor, Jennyfer Lawrence
A2 - Tsimeris, Jess
PB - Association for Computing Machinery (ACM)
T2 - 33rd Australian Computer-Human Interaction Conference, OzCHI 2021
Y2 - 30 November 2021 through 3 December 2021
ER -