| Literature DB >> 29456501 |
Grégory Ben-Sadoun1, Valeria Manera1,2, Julian Alvarez3,4, Guillaume Sacco1,5, Philippe Robert1,2,6.
Abstract
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer's Disease, SG are currently employed to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. The design of SG for people with ND implies collaborations between professionals in ND and professionals in SG design. As the field is quite young, professionals specialized in both ND and SG are still rare, and recommendations for the design of SG for people with ND are still missing. This perspective paper aims to provide recommendations in terms of ergonomic choices for the design of SG aiming at stimulating people with ND, starting from the existing SG already tested in this population: "MINWii", "Kitchen and Cooking", and "X-Torp". We propose to rely on nine ergonomic criteria: eight ergonomic criteria inspired by works in the domain of office automation: Compatibility, Guidance, Workload, Adaptability, Consistency, Significance of codes, Explicit control and Error management; and one ergonomic criterion related to videogame: the game rules. Perspectives derived from this proposal are also discussed.Entities:
Keywords: ergonomic criteria; game design Alzheimer Disease; mild cognitive impairment; serious games
Year: 2018 PMID: 29456501 PMCID: PMC5801308 DOI: 10.3389/fnagi.2018.00013
Source DB: PubMed Journal: Front Aging Neurosci ISSN: 1663-4365 Impact factor: 5.750
Summary of selected ergonomic criteria, of the recommendations and perspectives for the design of Serious Games (SG).
| Criteria | Definition | Main recommendations | Perspectives |
|---|---|---|---|
| Compatibility | Match between users’ characteristics (e.g., cognitions, skills, age, expectations) and system characteristics (including the user interface) | - Take into account target players’ cognitive, physical, | - Evaluate the motivations to play |
| Guidance | Means available to advise, orient, inform and guide the users throughout their interactions with a ICT system to ensure that they always know where they are and what they can do | - Reconcile the need of guidance and of providing a | |
| Workload | All interface elements available to reduce of the users’ perceptual or cognitive load, and to increase the dialogue efficiency | - Limit the number of game commands (max 6) | |
| Adaptability | System capacity to behave contextually and according to the users’ needs and preferences | - Limit flexibility to favor a linear relationship between goals | - Use difficulty levels to create |
| Consistency | The way interface design choices (e.g., codes, naming, location, formats, procedures) are maintained in similar contexts, and are different when applied to different contexts | - Follow | |
| Significance of codes | The relationship between a term/sign and its reference. Codes and names are significant when there is a semantic relationship between such codes and the items or actions they refer to | - Determine which commands, images, messages, and | |
| Explicit control | System processing of explicit user actions, and the control users have on the processing of their actions by the system | - Follow | |
| Error management | Means available to prevent or reduce errors (e.g., invalid data entry, incorrect command syntax), and to recover from them when they occur | - Follow | |
| Game rules | General and local player’s goals, together with the means of action and degrees of freedom available in the virtual world | - Define the game rules based on the challenges (gameplay | - Establish correspondences |
“Gameplay Bricks” model (Djaouti et al., 2008).
| Bricks “Play” | Bricks “Game” | ||
|---|---|---|---|
| SHOOT | Hit one or more distant targets | AVOID | Avoid elements, obstacles, enemies or opponents |
| MANAGE | Manage resources to reach precise objectives | DESTROY | Destroy elements or enemies |
| MOVE | Drive/lead/take the control of an element or a character | MATCH | Maintain one or more elements in a place, or maintain a defined equilibrium status |
| RANDOMIZE | Generate a random value | CREATE | Assemble, build, create elements, color, draw from patterns, or predefined brushes; it appeals to the creativity of the user |
| WRITE | Enter an alphanumeric string as a response, or trigger a game function | ||
| SELECT | Select an item on the screen | ||