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首页> 外文期刊>International Journal of Computer Systems Science & Engineering >Out of context serious games: Transversal reutilization of games across healthcare domains
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Out of context serious games: Transversal reutilization of games across healthcare domains

机译:脱离上下文的严肃游戏:跨医疗保健领域的游戏的横向重用

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摘要

The use of serious games, those not intended for leisure, out of their intended context may have consequences for evoked engagement and for the facilitation of transversal reutilization of developed games. However, the effectiveness and usability of serious games out of their intended context must be questioned. Here, we present two case studies in virtual rehabilitation. In a first experiment, a classical leisure game (i.e. pong) is compared in its ability to propose a valid alternative to games specifically developed for virtual rehabilitation use in terms of compliance with principles required in motor rehabilitation such as movement repetition, feedback, task significance and motivation. The second experiment explores the complementary situation in which a virtual rehabilitation game set is exported as a plausible tool for the cognitive stimulation of elders. Not unexpectedly, our results suggest that transfer of games across realms is, in some cases, a feasible enterprise but their effectiveness and usability may be compromised. In particular, we found that importing pong to a virtual rehabilitation environment is not a valid alternative in the sense that it does not obey rehabilitation principles. However, exporting serious games across related domains, i.e. from virtual rehabilitation to cognitive stimulation, has encountered a high degree of acceptance by the receiving community of users, being perceived as useful and easy to use, and we further establish that this acceptance cannot be explained by expertise in using technology. Qualitative assessment of usersO responses points to the interaction interface as a co-responsible factor for this acceptance of the serious virtual environment. These findings may have consequences for the future development of serious games both in terms of reusing ideas and alerting about possible difficulties during the migration process.
机译:使用严重的游戏,而不是出于休闲目的的游戏,超出其预期的使用范围,可能会导致诱发的参与和对已开发游戏的横向重用的促进。但是,必须质疑超出其预期范围的严肃游戏的有效性和可用性。在这里,我们介绍了虚拟康复中的两个案例研究。在第一个实验中,比较了经典休闲游戏(例如pong)的能力,该功能可以根据运动康复所需的原理(例如运动重复,反馈,任务重要性),为专门为虚拟康复用途开发的游戏提供有效的替代方案。和动机。第二个实验探讨了互补的情况,在该情况下,虚拟康复游戏集被导出为用于刺激老年人认知的合理工具。毫不意外的是,我们的结果表明,在某些情况下跨领域转移游戏是可行的企业,但其有效性和可用性可能会受到影响。尤其是,我们发现从不遵守康复原则的意义上来说,将乒乓球导入虚拟康复环境并不是有效的选择。但是,跨相关领域(例如,从虚拟康复到认知刺激)导出严肃的游戏,已受到接收用户社区的高度认可,被认为是有用且易于使用的,我们进一步确定无法解释这种认可通过使用技术的专业知识。对用户O响应的定性评估将交互界面作为接受严重虚拟环境的共同负责因素。这些发现可能会对严肃游戏的未来发展产生影响,无论是重用想法还是警告迁移过程中可能存在的困难。

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