Abstract: "Obesity has become an outstanding public health issue in most
countries around the world. Many attempts have been made to address
this issue that ranges from taking medication to doing exercise to follow-
ing a diet plan to playing games. Few approaches combine exercise and
game to engage the obese people in playing fun-based games or pur-
poseful games, also known as serious games, while monitoring their bio-
signals. However, existing work hardly provides a configurable, scalable
and context-aware serious game framework that can be used as a sup-
port for obesity treatment. In this paper, we take an attempt to propose
such a framework. The proposed framework facilitates bio-signal monitor-
ing based on body sensor network, context-awareness based on perva-
sive sensors, and on-the-spot activity recommendation based on current
game-playing context. It uses the cloud computing platform as infrastruc-
tural support that ensures the scalability of the framework. In order to
demonstrate the suitability of the proposed framework, we developed a
sample serious game; deploy it over a cloud platform; and experiment
with it by capturing some psycho-physical data while the obese are en-
gaged in game-play. We observed that the obese people were very much
engaged in game-play and they had positive experience using the system"
Abstract: Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®". The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods - like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions"
Abstract: "People with motor disabilities have a limitation or a loss of capacity carrying out
activities considered as normal for human beings. This may incline the relationship
with the society and thus it is essential for these people to undergo therapeutic
treatments. However, rehabilitation is a tedious process that often fails due to that
patients drop treatment. For this reason, this thesis investigates if music in a serious
game for rehabilitation can make the experience to become more engaging and,
accordingly, whether positive experiences from playing such a game can encourage
the rehabilitation process of a patient i.e. to make the rehabilitation process less
tedious for the patient. The results, based on a pilot study conducted in a
rehabilitation center, indicates that this is the case and further research on the matter
is suggested."
"This action research study investigated whether the combination of the appreciative learning approach as
a pedagogical strategy and computer game development as a technological tool enhances student
creativity in terms of the products produced. The study consisted of three phases. Phase I used an
experimental design with randomized subjects and a control group to investigate the effectiveness of the
combination of appreciative learning and computer game development for creativity enhancement.
Phases II and III used a one-group pretest-posttest experimental design for the treatment group only.
Subjects of the study consisted of 13 and 14-year-old students. Product creativity was evaluated through
the Computer Game Assessment Inventory (COMGAIN). Findings in Phase I indicated that the treatment
group produced more creative products than the control group. Improvements in the implementation of
the appreciative learning approach and computer game development increased product creativity levels
in Phases II and III. Thus, this study provides evidence of the transformational possibilities of the
appreciative learning approach when combined with computer game development with regards to student
creativity."
From the abstract: "Objective: We report the design of a trial to assess the educational efficacy of InsuOnline, a game for education of primary care physicians (PCPs). The goal of InsuOnline was to improve appropriate initiation and adjustment of insulin for the treatment of DM. InsuOnline was designed to be educationally adequate, self-motivating, and attractive.
Methods: A multidisciplinary team of endocrinologists, experts in medical education, and programmers, was assembled for the design and development of InsuOnline. Currently, we are conducting usability and playability tests, with PCPs and medical students playing the game on a desktop computer. Adjustments will be made based on these results. An unblinded randomized controlled trial with PCPs who work in the city of Londrina, Brazil, will be conducted to assess the educational validity of InsuOnline on the Web. In this trial, 64 PCPs will play InsuOnline, and 64 PCPs will undergo traditional instructional activities (lecture and group discussion). Knowledge on how to initiate and adjust insulin will be assessed by a Web-based multiple choice questionnaire, and attitudes regarding diabetes/insulin will be assessed by Diabetes Attitude Scale 3 at 3 time points-before, immediately after, and 6 months after the intervention. Subjects´ general impressions on the interventions will be assessed by a questionnaire. Software logs will be reviewed.
Results: To our knowledge, this is the first research with the aim of assessing the educational efficacy of a computer game for teaching PCPs about insulin therapy in DM. We describe the development criteria used for creating InsuOnline. Evaluation of the game using a randomized controlled trial design will be done in future studies.
Conclusions: We demonstrated that the design and development of a game for PCPs education on insulin is possible with a multidisciplinary team. InsuOnline can be an attractive option for large-scale continuous medical education to help imp
"paper discusses the question of how game designers
can keep their games fair when adding collaborative content
and rewards. The paper presents findings from World of
Warcraft in-game chat transcripts and data gathered through
an online survey that was placed online for approximately 9
months during 2010. From the chat transcripts, we find that
players sometimes do abuse mechanisms for collaborative
content, which displeases the other players involved. We
also find that players believe that there needs to be some
kind of sanctioning mechanism to players that abuse
grouping mechanisms. Finally we present suggestions to
game designers on how to create sanctioning mechanisms
based on human cooperation research."
Traumatic brain injury (TBI) disrupts the central and executive mechanisms of arm(s) and postural (trunk and legs) coordination. To address these issues, we developed a 3D immersive videogame-- Octopus. The game was developed using the basic principles of videogame design and previous experience of using videogames for rehabilitation of patients with acquired brain injuries.
From the introduction:"Space functions in video games in a multitude of manners, many of which
have been examined at length, but for the purposes of this analysis, I focus on several
contemporary games that feature dystopian environments and also implement the oft-cited
concept of intertextuality in their treatment of visual design. More specifically, I examine the
visual design of video games that feature a dystopian setting, and use intertextuality to depict
distinct, cohesive game worlds. Through the practice of drawing inspiration across mediums and
recontextualizing existing aesthetics in hostile, alien, and oppressive environments, designers
employ intertextuality within the spatial context of the 3D game environment and juxtapose the
perceived nostalgia of historical visual references with the intrinsic oppression of a dystopian
game world. This analysis rejects the notion that the postmodern practice of intertextuality is an
intrinsically negative one that dilutes our past - rather, in the games that are mentioned -
intertextuality does the opposite. It puts the player in contact with the aesthetic trappings of the
past, and in turn, creates an ongoing visual lexicon within a specific, nuanced cultural
chronology of the dystopian aesthetic."
"a video game developed at the University of Utah to help children with cancer during their treatment." Results of making connection between medical devices used to encourage healing and video game technology.