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首页> 外文期刊>International journal of medical informatics >Tangibot: A collaborative multiplayer game for pediatric patients
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Tangibot: A collaborative multiplayer game for pediatric patients

机译:Tangibot:面向儿科患者的协作多人游戏

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Background: Previous research has studied the effects of games in pediatric wards, but none of it has focused on the impact of the hospital's school staff on the psychosocial state of the children nor on the gameplay itself. Objectives: To present the Tangibot application and evaluate its impact on the children's psychosocial state in the short term and the impact of the teacher on their psychosocial state, communications and coordination during the activity.Methods: A study was conducted in a hospital classroom with 20 participants, who participated twice in the game: one with the teacher playing along and another without her. An observational scale was used by two evaluators in order to assess the impact on the children.Results and conclusions: The study revealed that the teacher has an impact on the children's communication and coordination procedures but has no impact on the psychosocial state of the participants. The teacher's impact was found to be positive about communications. Dialogue management significantly improves when the communication includes the teacher, which means speaking turns are observed more consistently. Information pooling also improves, and the participants ask the teacher more questions. Consensus is also reached more often and more easily, but this does not reflect on the performance, as the time management is evidently worse when the teacher is present, as is also the joint task orientation.On the other hand, it was found that the teacher does not have an impact on the psychosocial state of the participants during the game, and that it is the game itself which changes their state over time. In the case of affection, which reflects the participants' emotions of joy or boredom, their state improved significantly after a few minutes of play. The same thing occurred for physical activity, interest in the activity and interaction between peers, which increased in value in the first part of the game, although physical activity and interaction were reduced towards the end. No changes were found throughout the game in the number of complaints, nervousness or satisfied comments, which remained very low for all these aspects, showing that the game distracted them from their various symptoms.Based on these results, future work will explore the effects of gamification on the overall hospitalization perception, with special focus on the social opportunities during the hospital stay, to provide ways for the children to meet others during their treatment, to make the experience less painful and reduce their feelings of isolation. Some game strategies should also be evaluated to determine the ones that provide the best opportunities to improve the children's hospital experience.
机译:背景:先前的研究已经研究了儿科病房中游戏的作用,但没有一个研究集中在医院学校工作人员对儿童心理状态的影响或游戏本身上。目的:介绍Tangibot应用程序,并评估其在短期内对儿童心理社会状态的影响,以及在活动期间教师对他们心理社会状态,沟通和协调的影响的方法。方法:在20人的医院教室中进行了一项研究。参与者,他们参加了两次游戏:一个与老师一起玩,另一个没有她。两名评估者使用观察量表来评估对儿童的影响。结果与结论:研究表明,教师对儿童的沟通和协调程序有影响,但对参与者的社会心理状态没有影响。发现教师的影响对交流具有积极意义。当交流包括老师时,对话管理会大大改善,这意味着说话的转角得到了一致的观察。信息共享也得到了改善,参与者可以向老师提出更多问题。达成共识的频率也更高,更容易,但这并不能反映绩效,因为在老师在场的情况下时间管理明显变差,以及共同任务导向也是如此。教师不会在游戏过程中影响参与者的心理状态,而是游戏本身会随着时间的推移改变他们的状态。在反映参与者喜悦或无聊情绪的情感方面,经过几分钟的游戏,他们的状态有了明显改善。身体活动,对活动的兴趣和同伴之间的互动也发生了同样的事情,尽管在最后阶段体育活动和互动减少了,但在游戏的第一部分其价值却增加了。在整个游戏中,抱怨,紧张或满意的评论数量均未发现变化,这些方面的影响仍然很低,表明游戏将他们从各种症状中转移了出来。基于这些结果,未来的工作将探索游戏化的整体住院感,特别着重于住院期间的社交机会,为儿童提供在治疗过程中与他人见面的方式,以减轻经历的痛苦并减少他们的孤立感。还应评估一些游戏策略,以确定能够提供最佳机会改善儿童住院体验的策略。

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