Cordeiro d'Ornellas Marcos, Cargnin Diego João, Cervi Prado Ana Lúcia
Laboratório de Computação Aplicada, Universidade Federal de Santa Maria, Santa Maria-RS, Brasil.
Hospital Universitário de Santa Maria, Universidade Federal de Santa Maria, Santa Maria-RS, Brasil.
Stud Health Technol Inform. 2015;216:363-7.
Video games have become a major entertainment industry and one of the most popular leisure forms, ranging from laboratory experiments to a mainstream cultural medium. Indeed, current games are multimodal and multidimensional products, relying on sophisticated features including not only a narrative-driven story but also impressive graphics and detailed settings. All of these elements helped to create a seamless and appealing product that have resulted in a growing number of players and in the number of game genres. Although video games have been used in education, simulation, and training, another application that exploits serious gaming is the exploration of player experience in the context of game research. Recent advances in the natural user interfaces and player experience have brought new perspectives on the in-game assessment of serious games. This paper evaluates the impact of player experience in the design of a serious game for upper extremity stroke rehabilitation. The game combines biofeedback and mirror neurons both in single and multiplayer mode. Results have shown that the game is a feasible solution to integrate serious games into the physical therapy routine.
电子游戏已成为一个主要的娱乐产业,也是最受欢迎的休闲形式之一,其应用范围从实验室实验到主流文化媒介。事实上,当前的游戏是多模态和多维度的产品,依赖于复杂的功能,不仅包括叙事驱动的故事,还有令人印象深刻的图形和详细的场景。所有这些元素有助于创造出一款无缝且吸引人的产品,从而带来了玩家数量和游戏类型数量的不断增长。尽管电子游戏已被用于教育、模拟和训练,但利用严肃游戏的另一个应用是在游戏研究背景下探索玩家体验。自然用户界面和玩家体验方面的最新进展为严肃游戏的游戏内评估带来了新的视角。本文评估了玩家体验在一款用于上肢中风康复的严肃游戏设计中的影响。该游戏在单人模式和多人模式下都结合了生物反馈和镜像神经元。结果表明,这款游戏是将严肃游戏融入物理治疗常规的可行解决方案。