Social and Design Factors in Video Games for Therapy and ...
summary
Three concrete therapy games are described: VOTA for occupational rehab with cooking and grocery tasks, a stroke-focused game that uses adoptable puppies to boost motivation, and a smoking-cessation app that runs cue-exposure in a familiar workplace. Hardware includes Kinect Wiimotes Leap Motion and smartphones. Findings show identity, gender and income barriers often outweigh “fun”; offering give options to be themselves and flexible avatar and task choices raises adherence; these tools act as medical devices so do no harm.
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chapters (20)
- 0:00Intro
- 4:30Two Choices
- 5:11Adherence
- 6:12Therapist Time
- 7:23Therapy Video Games
- 8:11Games Are Fun
- 8:26Activities of Daily Living
- 10:22Is it a game
- 11:37What is it
- 11:50Games aren't fun
- 12:27The psychological model
- 13:50Design to relate
- 15:26Give the option
- 15:55Change your avatar
- 16:25Change your gender
- 17:01Design tasks that empower
- 18:39Design challenges that are familiar
- 19:40Gardening experiences
- 20:06Complications
- 21:34Do No Harm
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