Abstract
In this paper we present results from our user-centered and participative design approach using methods from design thinking and explorative design with school children aged 8 - 14 in context with a game created for children after cancer treatment. After stem-cell transplantation, pediatric patients must remain in aftercare due to a high risk of suffering from a plethora of life threatening organic problems. In this phase, communication with the clinicians is key for an increased survival probability. The multidisciplinary INTERACCT aims at developing a child friendly communication tool based on gamification principles in order to foster this important communication and should stimulate physiotherapy exercises and treatment compliance. Finally, through analyzing gaming scores, INTERACCT should also act as a sensor for detecting problematic phases children are going through. Since the design of INTERACCT is key to its success, the results presented here act as important guidelines for designing the game world. The results of the evaluation are are game characters and story lines, which will provide starting points for creating the INTERACCT game world and which shall be subject to a future validation with sick children.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Barbosa, D.N.F., Bassani, P.B.S., Mossmann, J.B., Schneider, G.T., Reategui, E., Branco, M., Meyrer, L., Nunes, M.: Mobile learning and games: experiences with mobile games development for children and teenagers undergoing oncological treatment. In: Göbel, S., Wiemeyer, J. (eds.) GameDays 2014. LNCS, vol. 8395, pp. 153–164. Springer, Heidelberg (2014)
Burdick, A.: Design (as) Research. In: B. Laurel, ed., Design Research: Methods and Perspectives. MIT Press (2003)
Borgdorff, H.: The Conflict of the Faculties: Perspectives on Artistic Research and Academia. Leiden University Press (2012)
Caldwell, C., Bruggers, C., Altizer, R., Bulaj, G., D’Ambrosio, T., Kessler, R., Christiansen, B.: The intersection of video games and patient empowerment: case study of a real world application. In: Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death (IE 2013). Melbourne (2013)
Carayannis, E.G., Campbell, D.F.J.: Mode 3 Knowledge Production in Quadruple Helix Innovation Systems: 21st-Century Democracy, Innovation, and Entrepreneurship for Development. Springer (2011)
Clipper - an open source freeware library for clipping and offsetting lines and polygon. http://www.angusj.com/delphi/clipper.php
Combat. Playing can stimulate children with cancer to react against the disease. http://www.isaude.net/pt-BR/noticia/21458/ciencia-e-tecnologia/jogo-pode-estimular-criancas-com-cancer-a-reagir-contra-a-doenca
Corrida da saude (Health Course). http://www.accamargo.org.br/corrida-saude/
Dewey, J.: Logic: The Theory of Inquiry. Southern Illinois University Press, Carbondale (1938)
Dilts, R.: Strategies of a Genius, vol. 1. Meta Publications, California (1994)
That Dragon Cancer. http://thatdragoncancer.com/about
Ehn, P., Lwgren, J.: Design [x] research: Essays on interaction design as knowledge. Malm University, School of Arts and Communication (2004)
Gansohr, C., Emmerich, K., Masuch, M., Basu, O., Grigull, L.: Creating age-specific interactive environments about medical treatments for children and adolescent patients diagnosed with cancer. In: Göbel, S., Wiemeyer, J. (eds.) GameDays 2014. LNCS, vol. 8395, pp. 141–152. Springer, Heidelberg (2014)
Kato, P.M., Cole, S.W., Bradlyn, A.S., Pollock, B.H.: Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial. PEDIATRICS 122(2), 305–317 (2008)
Kristensen, T.: The Physical Context of Creativity. Creativity and Innovation Management 13(2), 89–96 (2004)
Lawson, B.: How designers think: the design process demystified. Elsevier (1980)
Mateus-Berr, R.: Applied Design Thinking LAB and Creative Empowering of Interdisciplinary Teams. In: Carayannis, E.G., Dubina, I.N., Seel, N., Campbell, D.F.J., Udiszuni, D. (eds.) Springer Encyclopedia on Creativity, Invention, Innovation and Entrepreneurship (CI2E). Springer, New York (2013)
Moser, C.: Children ideation workshop. In: Reidsma, D., Katayose, H., Nijholt, A. (eds.) ACE 2013. LNCS, vol. 8253, pp. 592–599. Springer, Heidelberg (2013)
Primack, B.A., Carroll, M.V., McNamara, M., Klem, M.L., King, B., Rich, M., Chan, C.W., Nayak, S.: Role of video games in improving health-related outcomes: a systematic review. Am. J. Prev. Med. 42(6) (2012)
Stapleton, A.J.: Research as Design-Design as Research. In: Proceedings of the DiGRA 2005 Conference - Changing Views: Worlds in Play (2005)
Schoen, D.A.: The Reflective Practitioner: How Professionals Think in Action. Basic Books (1983)
Triangle - A Two-Dimensional Quality Mesh Generator and Delaunay Triangulator. http://www.cs.cmu.edu/quake/triangle.html
Unity3D Multi-platform game engine. http://unity3d.com/unity
Wake, L. NLP. Principles in Practice. Human Resource Management International Digest, Ecademy Press: St. Albans 19, 6 (2010)
Logical Observation Identifiers and Names. http://loinc.org/
Health Level 7 Standard. http://www.hl7.org/
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2015 Springer International Publishing Switzerland
About this paper
Cite this paper
Kayali, F. et al. (2015). Participatory Game Design for the INTERACCT Serious Game for Health. In: Göbel, S., Ma, M., Baalsrud Hauge, J., Oliveira, M., Wiemeyer, J., Wendel, V. (eds) Serious Games. JCSG 2015. Lecture Notes in Computer Science(), vol 9090. Springer, Cham. https://doi.org/10.1007/978-3-319-19126-3_2
Download citation
DOI: https://doi.org/10.1007/978-3-319-19126-3_2
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-19125-6
Online ISBN: 978-3-319-19126-3
eBook Packages: Computer ScienceComputer Science (R0)