Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow,...
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Transcript of Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow,...
![Page 1: Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow, Sally McClean and Suzanne McDonough)](https://reader031.fdocuments.us/reader031/viewer/2022030313/58ecfbc31a28abba7e8b4567/html5/thumbnails/1.jpg)
Rehabilitation Game Model for
Personalised Exercise Dominic Holmes, Darryl Charles, Philip Morrow, Sally
McClean, and Suzanne McDonough
![Page 2: Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow, Sally McClean and Suzanne McDonough)](https://reader031.fdocuments.us/reader031/viewer/2022030313/58ecfbc31a28abba7e8b4567/html5/thumbnails/2.jpg)
• Games are created on the basis of design principle, along with core game mechanics to aid game designers in the design of engaging gameplay.
• Researchers and game designers have recognized that there are variations in the way players choose to interact in games and how they may be engaged and motivated to play games
• Behaviour change is the identification of negative aspects of an individual or groups behaviour towards a topic, and using behaviour change techniques to change those behaviours to bring about a positive attitude towards the topic.
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Introduction
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Personalised Rehabilitation
Gaming System
Engaging factors of games for a specific player
(Player profiling)
Game Mechanics Behaviour Change
Techniques
To develop a new way to designing and assessing interactive rehabilitation systems that are tailored to the users personality.
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Motivation
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Games • Highly engaging and fun, key reason why games are popular in
rehabilitation
• Games may be broken down and understood by their underlying game mechanics.
• Researchers and game designers have done this, creating a detailed classification of game design patterns (game mechanics).
– Staffan Bjork & Jussi Holopainen
– David Perry
– Schell
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Background
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Gamification • Helps make non-game process become more engaging and fun.
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Background
Anarchy
Light Touch
Anonymity
Development Tools
Voting/Voice
Innovation Platform
Access
Meaning/Purpose
Care-taking
Collect & Trade
Sharing Knowledge
Gifting/Sharing
Exploration
Branching Choices
Easter Eggs
Unlockable/ Rare Content
Customisation
Creativity Tools
Challenges
Certificates
Quests
Learning/New Skills
Boss Battles
Levels/ Progression
Social Status
Social Network
Social Pressure
Competition
Social Discovery
Guilds/Teams
Points/ Exp Points (XP)
Physical Rewards/Prizes
LeaderBoards/Ladders
Badges/Achievements
Virtual Economy
Lottery/Game of Chance
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Behaviour Change • A new behaviour change framework called Behaviour Change Wheel
(BCW) is used to analyses and implement behaviour change interventions.
• The core of the BCW is the COM-B model of behaviour change, highlighting that behaviour is part of an interacting system comprised of the three COM components.
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Background
• A detailed taxonomy called Behaviour Change Techniques (BCTs) give detailed methods of changing 1 or more of the COM components to promote a behaviour change.
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Rehabilitation Gaming Model (RGM)
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Rehabilitation Gaming Model (RGM)
• The RGM can be used in two main ways.
– Design Tool enabling designers to communicate rehabilitation game ideas, aiding in delivering effective, fun gameplay suited for a range of personalities and rehabilitation exercises.
– Assessment Tool for the evaluation of existing rehabilitation or purely entertainment based games that may be suited for rehabilitation.
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• To evaluate the RGM as an assessment tool
– Selected five popular commercial games from different core genres.
– Three relevant rehabilitation games.
• The approach requires the evaluator to play or observe video of gameplay and note all of the game design patterns that link to gamification features as described in the RGM.
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RGM as an Assessment Tool
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• The commercial and rehabilitation games exhibited RGM profiles that provide a strong emphasis of the Achiever attribute.
• The rehabilitation games, while well-designed have a narrow design focus on achievement-oriented rewards.
• Argued that a “gamer” population would naturally be interested in challenges, whereas a group of people engaged in rehabilitation (e.g. stroke rehab.) are more likely to be engaged by broader system features such as social and creative factors.
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Conclusion
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VIDEO?
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Parallel Work
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Thank you
Any questions?