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Garrett Eastman

Development of cognitive video games for children with attention and memory impairment - 0 views

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    Abstract: Children with Fetal Alcohol Spectrum Disorder (FASD) may suffer numerous cognitive impairments, including significant problems with executive functioning, language, attention, and memory [40]. It is estimated that two to five percent of children born in the U.S. are affected by FASD [34]. It has been shown that training improvements can be made in working memory and attention in children with ADHD [25]. Computerized training with game elements enhances not only motivation but training efficacy of these interventions [38]. This thesis examines the creation of two suites of serious games, Cognitive Carnival and Caribbean Quest, intended to improve working memory aspects of attention with the assistance of a trained psychology interventionist in a therapeutic setting. A game-based approach is chosen to provide motivation to children for sustained cognitive challenges presented by cognitive exercises built into the gameplay. Cognitive Carnival was shown by interventionists to have positive effects in neuropsychological studies of populations of children with epilepsy and FASD [33, 30].
Garrett Eastman

Machine learning technology and its application to computer games for health education - 0 views

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    "Driven by an initiative of the Adult & Paediatric Diabetes Psychology Service of New Zealand, research has been performed to develop new mechanisms, in the form of computer games, to educate children and teenagers about living with diabetes. Aimed at achieving maximum education effectiveness, the ultimate goal of our research is to develop innovative machine learning algorithms that can be used in games to improve their ability to learn about the changing needs of children and to incorporate this intelligence into the game interface. We also plan to collect and report on the information collected from testing our computer games within a small group of children who have been diagnosed with type I diabetics. "
Garrett Eastman

MOGAT: Mobile Games with Auditory Training for Children with Cochlear Implants - 0 views

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    Abstract: "To improve musical auditory habilitation for children post cochlear im- plantation, we developed MOGAT: MObile Games with Au- ditory Training. The system includes three musical games built with o -the-shelf mobile devices to train their pitch perception and intonation skills respectively, and a cloud- based web service which allows music therapists to monitor and design individual training for children. The design of the games and web service was informed by a pilot survey (N=60 children). To ensure widespread use with low-cost mobile devices, we minimized the computation load while retaining highly accurate audio analysis. A 6-week user study (N=15 children) showed that the music habilitation with MOGAT was intuitive, enjoyable and motivating. It has improved most children's pitch discrimination and production, and several children's improvement was statistically signi cant (p < 0:05)."
Garrett Eastman

BrainQuest: an active smart phone game to enhance executive function - 0 views

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    Abstract: "Brain Quest is an active smart phone game designed to promote both physical activity and executive function in 10-11 year old children. This paper describes the user centred design process which involved a team of psychologists, HCI experts, physical activity specialists and thirty four children over a period of 18 months. Results of two preliminary studies are promising, suggesting that BrainQuest is enjoyable, promotes moderate physical activity and has the potential to provide cognitive scaffolding of the key executive function (EF) skill of multitasking."
Garrett Eastman

National STEM Video Game Challenge - 0 views

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    2012 Challenge announced, entries open in Nov. 2011, The Middle School Stream aims to motivate and engage middle school students (grades 5 through 8) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The High School Stream aims to motivate and engage high school students (grades 9 through 12) in STEM learning, 21st Century Literacy Skills and Systems Thinking by challenging them to design original video games. The Collegiate Stream challenges emerging game developers at the graduate and undergraduate levels to design video games for children (grades pre-K through 8) that teach key STEM concepts and foster an interest in STEM subject areas. The Educator Stream challenges educators to design video games for children (grades pre-K through 12) that teach key STEM concepts and foster an interest in STEM subject areas.
Garrett Eastman

Designing and Evaluating Casual Health Games for Children and Teenagers with Cancer - 0 views

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    "a casual game that addresses childhood cancer: Besides mere entertainment, a health game that focuses on cancer may serve as a clinical tool in order to teach children about the particularities of the disease and initiate discussion among cancer patients, their parents and medical staff. In this context, the results of an empirical study revealed a generally high acceptance of the health game among young patients, while parents and medical staff highlighted the educational potential of health games addressing cancer. Additionally, we discuss the challenges of evaluating digital games in a hospital setting which were revealed during the evaluation phase."
Garrett Eastman

Family Hedge: Using principles of game design in a digital artifact - 0 views

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    abstract: "We present the second iteration of the Family Hedge, a tangible digital artifact that was re-designed to elicit enjoyment using principles of game design. The initial aim was to create a device crafted for a family to explore the rich social and relational aspects of their lives by making connections between people, objects and stories. The second iteration facilitated more open interaction and playfulness in its role as an artifact for school children. We examine the key role a game design approach played in its iterative development and a key element in this was ensuring any user, or "gamer", could appropriate the device for personal expressive use."
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    "We present the second iteration of the Family Hedge, a tangible digital artifact that was re-designed to elicit enjoyment using principles of game design. The initial aim was to create a device crafted for a family to explore the rich social and relational aspects of their lives by making connections between people, objects and stories. The second iteration facilitated more open interaction and playfulness in its role as an artifact for school children. We examine the key role a game design approach played in its iterative development and a key element in this was ensuring any user, or "gamer", could appropriate the device for personal expressive use."
Garrett Eastman

User-Centered Research in the Early Stages of a Learning Game - 0 views

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    "Games offer a compelling medium for learning. However, designing a successful learning game that features engagement alongside its educational objectives is a craft that is still underway. Our research adapts a user-centered approach toward designing a game that will teach children conflict resolution skills. By involving users of the game, namely teachers and students, in the design process we reveal new considerations for how to create convincing narratives of conflict, sustain children's engagement and gain teachers' support. At the same time, our work highlights the challenges facing researchers in this domain who must balance users' values, needs and expectations with the game's learning objectives."
Garrett Eastman

How Atari games showed me the power of a child's imagination - 0 views

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    Exposing young children to retro games and equipment and observing the results
Garrett Eastman

O-Mopsi: Mobile Orienteering Game using Geotagged Photos - 0 views

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    Abstract: "Location-based mobile gaming combines gameplay with physical ac tivity. We have developed a game, O- Mopsi, based on the concept of orienteering, which can be played on mobile phones with GPS receiver and Internet connection. In order to complete a game, a play er must visit a set of targets that are photos chosen from a user-generated geotagged database. Game crea tion, management and live tracking can be done using a web interface. The game was presented at an annual international festival whic h is aimed at introducing science and technology to school children and the overa ll feedback received from the players was positive. "
Garrett Eastman

Fictional emotions within emotion driven design - 0 views

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    Abstract: "The aim of this paper is to address imaginative experiences of emotions by drawing Kendall Walton's theory of make-believe. Moreover, we use a design case as means for investigating how a child's felt emotions towards a hospital situation relates to his or her imaginative experiences of emotions towards a !ctive character in a computer game simulating the real-world situation. In so doing, we contribute with new insights to existing theories of emotions in design, which tend to focus narrowly on felt and measurable emotions."
Garrett Eastman

The Digital Doctor is in ... your phone - 0 views

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    "Alan Price had a successful career in the video game industry as chief technology officer for EA Games in Canada. But a desire to create games that would do more than simply entertain, combined with a transformation in his industry that has seen video games shift from consoles to smartphones and social networks, prompted Price join the burgeoning digital health sector where he's creating wellness apps for kids."
Garrett Eastman

LED-ME Project - A Design Report - 0 views

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    From the abstract: "This paper presents a design project of a computer game for integration in multisensory stimulation environments, to be played by children with intellectual disability. The LED-ME prototype is based on accessible technological solutions and dispenses the manipulation of peripheral devices resorting to Camspace® software. The different stages of the project are presented, from the design problem, to the definition of design guidelines, the pilot test and discussion of results. The LED-ME game is suitable for use in multisensory environments, enabling moments of play that require basic cognitive and motor skills."
Garrett Eastman

Montreal doctors designing virtual world to help traumatized, hospitalized kids - 0 views

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    "Doctors in a domed laboratory in Montreal are designing a virtual world where they hope to one day treat traumatized children with colourful avatars using toylike medical gadgets. Sensory stimulation could be used to make a burn victim feel she is encased in a block of ice."
Garrett Eastman

Being Safety Smart: Social Issue Game for Child Protective Behaviour Training - 0 views

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    best practices in child protection and game design principles combined for a product to teach 6 to 8 year olds
Garrett Eastman

Toward Designing Mobile Games for Visually Challenged Children - 0 views

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    design of two games and observations on changes in spatial mobility and executive function
Garrett Eastman

GAME COMPANIES & SOCIAL RESPONSIBILITY: THE TIME IS NOW - 0 views

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    "Based on a year of research conducted by The Children's Partnership, this White Paper lays out the logic for game companies to play a leadership role on behalf of children, reviews the rich history of corporate social responsibility that has produced win-win results for the public and for businesses, and highlights early examples of such leadership by online game companies."
Garrett Eastman

Learning Games for Programming - 0 views

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    "In this thesis we present the design and evaluation of a learning game based on the concept of 'stealth learning' and the theory of constructivism, which provides an early introduction to basic programming concepts and procedural literacy to children from 10 years upwards, attempting to provide the highest possible degree of immersion. The evaluation involves a number of tests verifying usability, immersion and motivation, and an attempt to test the transferability of the ingame acquired knowledge to reading pseudocode, the results of which, triggered further reflection on the possibility of adding new layers of complexity and embedding evaluation of learning within the game experience."
Garrett Eastman

Can Playing Video Games Help With Dyslexia? - 0 views

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    "Most parents prefer that their children pick up a book rather than a game controller. But for kids with dyslexia, action video games may be just what the doctor ordered."
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