Abstract. In this paper, we present a new model to analyse therapeutic games. The goal of the model is to describe and analyse the relations between the three aspects of a therapeutic game: the player, the game, and the therapy. The model is intended to game designers. It is a tool to improve the communication between health experts and game designers, and to evaluate the game design coherency of therapeutic games. It also helps to analyse existing games to discover relevant features. The model is built with respect to existing serious game definitions and taxonomies, medical definitions, motivation theory, and game theory. We describe how the model was used to design le village aux oiseaux, a therapeutic game which goal is to train people with attention disabilities. In the last section, we present the results of analysis done with our model and discuss the model limits.
Protein-protein interactions play a crucial role in biological processes. Protein docking calculations' goal is to predict, given two proteins of known structures, the associate conformation of the corresponding complex. Here, we present a new interactive protein docking system, Udock, that makes use of users' cognitive capabilities added up. In Udock, the users tackle simplified representations of protein structures and explore protein-protein interfaces' conformational space using a gamified interactive docking system with on the fly scoring. We assumed that if given appropriate tools, a naïve user's cognitive capabilities could provide relevant data for (1) the prediction of correct interfaces in binary protein complexes and (2) the identification of the experimental partner in interaction among a set of decoys. To explore this approach experimentally, we conducted a preliminary two week long playtest where the registered users could perform a cross-docking on a dataset comprising 4 binary protein complexes. The users explored almost all the surface of the proteins that were available in the dataset but favored certain regions that seemed more attractive as potential docking spots. These favored regions were located inside or nearby the experimental binding interface for 5 out of the 8 proteins in the dataset. For most of them, the best scores were obtained with the experimental partner. The alpha version of Udock is freely accessible at http://udock.fr.
One of the most problematic issues in healthcare is the patient's lack of adherence to the therapy. Patients' motivation is indeed hard to maintain when they have to execute repetitive, boring or tedious exercises. In such cases, they tend to practice less regularly and even to entirely give up the therapeutic protocol. Fortunately, therapeutic exercises can very often be turned into compelling games. Such therapeutic games are considered as a very promising solution to the patient adherence problem. Yet, therapeutic games are very complex to design : 1. the gameplay is particularly constrained, e.g. the game has to both motivate the patient and provide the therapeutic effects 2. the game must be evaluated on both its medical and motivational results, and 3. relevant health knowledge is hard to share between health experts and game designers. In this paper, we propose a game design method for therapeutic games that provides guidance for every step of the design, along with tools for every design challenges we identified.
Many researches were conducted in the affective computing field, since the precursor work of Picard in the 90's. Affective computing devices are slowly appearing with some particular digital entertainment products. We present in this paper a prototype, resulting from the association of a physiological sensing device (EKG, GSR and temperature) with an original virtual reality game.
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