Advances in Medical Technologies and Clinical Practice - Handbook of Research on Holistic Perspectives in Gamification for Clinical Practice
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Published By IGI Global

9781466695221, 9781466695238

Author(s):  
Pooya Soltani ◽  
João Paulo Vilas-Boas

Exergames may provide low-cost solutions for playing, training and rehabilitation. Exergame user research, studies the interaction between an exergame and users, in order to provide feedback for game developers and safe and meaningful game play. Detailed evaluations and a coding system based on muscle activation levels are necessary to characterize. This is important when it comes to use exergames in purposes other than fun. The purpose of this chapter was to characterize the muscle activation during a swimming exergame and to compare the level of activation during different conditions. Healthy subjects played bouts of exergame using Xbox360 and Kinect. Muscle activation was monitored for desired muscles on dominant upper limb using wireless electromyography system. An investigation of muscular coordination was also conducted to provide activation sequences of studied muscles. Preliminary results showed that upper trapezius was the most active muscle in all techniques. Results can provide insights for practitioners to have a baseline on application of exergames in their routines.


Author(s):  
Jan Balata ◽  
Zdenek Mikovec ◽  
Pavel Slavik ◽  
Miroslav Macik

This chapter shows how elements of gamification, i.e. game thinking and game mechanics, can be integrated into a collaborative navigation system for visually impaired persons in order encourage them to travel independently and thus improve their quality of life and self-confidence. The system supports independent navigation in unknown places by mediating help from another visually impaired person, who is familiar with the particular place. Our system utilizes a thermal user interface to introduce an additional communication channel and thus to increase the usability of the system. The system has been successfully enhanced by game elements and illustrates the potential of introducing game elements into these systems.


Author(s):  
Alexandra Makhlysheva ◽  
Eirik Årsand ◽  
Gunnar Hartvigsen

This chapter aims to illuminate the current state of the field of diabetes-related serious games. First, it describes the problems and difficulties for young people with type 1 diabetes associated with their adherence to treatment regimens. The chapter also discusses various tendencies in the field of diabetes-related games that follow the findings of the systematic reviews performed between 2012 and 2014. Based on the reviews, significant gameplay features of games for health are identified. Further, it presents an example of a smartphone-based serious game developed for children with type 1 diabetes. Finally, this chapter discusses the distribution channel and platforms for serious games and improvements for the status of the field of games for health.


Author(s):  
Alison Ede ◽  
Samuel Thomas Forlenza ◽  
Deborah L. Feltz

Many adults and children in the U.S. are not active enough to meet the U.S. Department of Health and Human Services guidelines for physical activity to maintain health and reduce the risk of chronic disease. Exergames (exercise video games) have the potential to promote physical activity, and researchers have examined ways for improving motivation to exercise for longer and at higher intensities with these types of games. This chapter considers group dynamics principles as one way to influence motivation within exergames to help realize better health outcomes. We illustrate how group dynamics principles can be applied to exergames and how different task structures within groups (e.g., conjunctive, additive, and coactive tasks) can influence motivation. One group dynamic principle, the Köhler motivation gain effect, has been the basis of a series of research studies that we have conducted within exergames. We summarize this research, discuss the issues, controversies, and problems with using group dynamics in exergames, and provide possible solutions and recommendations.


Author(s):  
Emmanuel Agu ◽  
Bengisu Tulu ◽  
Amorn Chokchaisiripakdee ◽  
Nuttaworn Sujumnong ◽  
Latthapol Khachonkitkosol

While exergames are becoming mainstream with increasing sales, fewer exergame units are still sold annually than non-exergame video games. For instance, in 2013 there was only one exergame (Just Dance 4) in the list of top 10 games sold. In this chapter, the authors attempt to determine (1) if a gap exists in appeal between exergames and non-exergame video games, (2) the factors that make video games more or less appealing to an audience, and (3) people's perceptions of whether playing exergames can help them become healthier. The authors reviewed literature, conducted reviews of top 10 video games, analyzed Amazon.com user comments on the top selling exergames, and conducted an online survey to understand gamer perceptions of exergames and non-exergame video games. Through this work, an evaluation tool that could be utilized by other researchers was developed. The recommendations at the end of this chapter could also help game designers in improving the appeal of exergames.


Author(s):  
Jamie Taylor ◽  
Kevin Curran

Injuries to the hand are more common than those of any other body region and can have considerable financial, time-measured and psychological impact on not only the victim but also the community as a whole. Hand rehabilitation aims to return people to their pre-injury roles and occupations and has proved largely successful in doing so with the potential for technology to improve these results further. However, most technology used in hand rehabilitation is based on expensive and non-durable glove-based systems and issues with accuracy are common among those that are not glove-based. This chapter proposes the use of accurate, affordable and portable solutions such as the Leap Motion as a tool for hand rehabilitation. User feedback can be provided primarily through an animated 3d hand model as the user performs rehabilitative exercises.


Author(s):  
Conor Higgins ◽  
Áine Kearns ◽  
Conor Ryan ◽  
Mikael Fernstrom

This chapter explores the potential for a combined gamification and evolutionary computation approach in facilitating continuous speech and language therapy. We present Ogma; a system intended to be primarily used by individuals with aphasia (the deterioration of an individual's expressive and or comprehensive abilities), though it could have wider applicability, given certain alterations. Ogma features an intuitive front-end word-finding game, the content for which is generated by a powerful offline genetic algorithm. A preliminary study of the front-end application's use by aphasic individuals is documented and discussed, while an early examination of the genetic algorithm's ability to discern the perceived complexity of individual words is presented.


Author(s):  
Shahram Payandeh

This chapter presents an overview of the design of an interactive medical/biological training environment using a multi-modal user interface. We describe the software architecture required to develop such environment. Then we introduce the physics-based models of the objects interacting in the virtual scenes. We discuss the implementation of the dexterity enhancing training tasks combined with the associated definitions of metrics which can be used as a part of score keeping operation. A virtual mentoring agent was used throughout the training tasks for guidance in terms of multi-modal feedback including graphics, haptic and audio feedback cues. A fuzzy logic based method was used to evaluate and compare the performance metrics of the trainee in relationship to both novice and expert user.


Author(s):  
Musian Daniele ◽  
Antonio Ascolese

Due to the ageing population, cognitive decline is becoming a widespread problem that requires immediate attention. Preventive strategies can play an important role in reducing progressive decline and delaying or completely preventing the transition of cognitive decline into dementia. One such strategy is computer-based cognitive training, which has been widely used and tested to maintain and improve the cognitive performance of older people. Typically, cognitive training packages utilise gamification techniques to increase engagement. Although gamification can be a powerful motivator for people completing cognitive training, it could also be overwhelming for people with cognitive impairments if designed poorly. This chapter introduces the literature on computer based cognitive training, use of gamification in training, and the DOREMI project that aims to design cognitive training games for older people with cognitive impairment, using a user-centred design process to ensure that the gamification tools used to motivate participation are effective, meaningful, and user-friendly.


Author(s):  
Rachel Proffitt

Rehabilitation is complex. It involves an ever-changing interaction of the rehabilitation patient with different clinical environments and healthcare providers. Gamification for rehabilitation goes beyond simply creating a “fun” and “exciting” application or environment in which to complete rehabilitation exercises and interventions. A delicate balance of the demands of the task and the patient's abilities must be achieved. High-cost and commercially available systems are limited in their applications to gamification for rehabilitation. Furthermore, the created game and system must be usable across treatment settings and at different phases in the recovery process. Insurance companies are also requiring more data from rehabilitation therapists and therapists have minimal time to be able to learn and use a game. Pairing low-cost devices with customized games will allow for better “fit” with each patient, provide appropriate data to therapists and insurance companies, and eventually lead to effective games for rehabilitation.


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