~/talk

Social and Design Factors in Video Games for Therapy and ...

Talkat AlterConf Washington D.C. 2016 · on Saturday, 2016-01-30· [creative-coding]
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 4:30Two Choices
  3. 5:11Adherence
  4. 6:12Therapist Time
  5. 7:23Therapy Video Games
  6. 8:11Games Are Fun
  7. 8:26Activities of Daily Living
  8. 10:22Is it a game
  9. 11:37What is it
  10. 11:50Games aren't fun
  11. 12:27The psychological model
  12. 13:50Design to relate
  13. 15:26Give the option
  14. 15:55Change your avatar
  15. 16:25Change your gender
  16. 17:01Design tasks that empower
  17. 18:39Design challenges that are familiar
  18. 19:40Gardening experiences
  19. 20:06Complications
  20. 21:34Do No Harm
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