Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow, Sally McClean and Suzanne McDonough)
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
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Rehabilitation Game Model for Personalised Exercise (Dominic Holmes, Darryl Charles, Philip Morrow, Sally McClean and Suzanne McDonough)
1. Rehabilitation Game Model for
Personalised Exercise
Dominic Holmes, Darryl Charles, Philip Morrow, Sally
McClean, and Suzanne McDonough
2. • 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.
2
Introduction
3. 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.
3
Motivation
4. 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
4
Background
5. Gamification
• Helps make non-game process become more engaging and fun.
5
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
6. 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.
6
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.
8. 8
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.
9. • 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.
9
RGM as an
Assessment Tool
10.
11.
12. • 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.
12
Conclusion