Research on the use of digital games for cancer patients suggests positive impact in the form of the reduction of the depressive symptoms, anxiety, and the feeling of nausea after chemotherapy treatment. This can take the child’s focus off their condition and their treatment process and direct it towards other aspects of their childhood. A comprehensive review of the current literature was conducted to assess how serious games could positively impact pediatric cancer patients.
Targeting social learning and engagement: What serious games and gamification can offer to participatory modeling
Serious games and gamification are useful tools for learning and sustaining long-term engagement in the activities that are not meant to be entertaining. However, the application of game design in the participatory modeling context remains fragmented and mostly limited to user-friendly interfaces, storytelling, and visualization for better representation of the simulation models. This paper suggests possible extensions of game design use for each stage of the participatory modeling process, aiming at better learning, communication among stakeholders, and overall engagement.
Learning on Country: A Game-Based approach towards preserving an Australian Aboriginal Language (accepted)
Nginya naaa-da banga-mari dalang wingaru-dane. Ngyina diya-ma murri dalan-wa dalang-ra1 . This paper presents the design of a prototype 360 degree, interactive, Indigenous language learning game aimed at the reclamation of Indigenous languages through immersion with community oral traditions expressed through visual and audio effects and the choreography of the characters within the game. The project is underpinned by a foundational acknowledgement that Aboriginal culture is held within the country specific to the language and embodied in that country’s landscape.
Several elderly people prefer their independence, however due to cognitive impairment or other age-related ailments they cannot necessarily be left on their own. In order to aid the elderly in living independently, we consider the use of emotion recognition as a relatively autonomous monitoring approach for geriatric people. An analysis and comparison among various emotion recognition studies has shown that close to none of these studies have taken age related cognitive decline into account, which comes with various issues.
Heuristic Evaluation for Virtual Reality for Paediatric Cancer Patient: Perceptions of Healthcare Professionals Primary tabs
There has been an increased interest in Virtual Reality (VR) as a medium of distraction for paediatric cancer patients. Paediatric cancer patients that undergo chemotherapy treatments often face episodes of anxiety, depression and isolation due to the lengthy procedure. The use of video games as a medium of distraction has shown positive results as a tool to provide emotional support for paediatric cancer patients during chemotherapy. However, few studies have qualitatively explored the experience of healthcare professionals on VR usability before testing with real patients.
A new trial is exploring the use of technology to motivate seniors to exercise, writes SANDY CHEU.
The moment I reached 1,000 steps I knew I unlocked a powerful ability. The ability to skirt the rules in Solitaire. Only this isn’t an ordinary version of Solitaire.
Through the context of the mixed-reality performance work ‘IMMERSE’, this paper discusses the use of game engines as a practical medium for the creation of audio-visual art. The game engine’s metaphorical and spatial consistency with reality, flexible deployment options and capacity for high-fidelity graphics make them a perfect tool for constructing the artworks of the twenty-first century.
Video games are usually associated with truculent, sedentary youths, but they could be the unlikely answer to helping older Australians get more active.
Less than one-third of Australians over 65 are getting the recommended level of activity, and exergaming (exercise + gaming) may be the next step.
UTS Game Development Lecturer Dr Jaime Garcia tells Deborah Knight that video games aren’t as bad as they’ve been portrayed.
University of Technology Sydney researchers are exploring a new concept in exergaming where the game and exercise occur separately to encourage physical activity in seniors.
Exergaming is a form of physical activity that combines exercise and video games.
Project Elaine (Elderly, AI and New Experience) is trialling the exergame Solitaire Fitness Edition with 10 independent-living seniors.
Gamification of participatory modeling in the context of sustainable development: existing and new solutions
Serious games and gamification tools have gradually expanded their application in participatory settings, while already being widely used in the context of sustainable development in general. Their popularity is explained by their ability to create an engaging and experimental environment, which evokes critical thought, meaningful interaction between the participants and experience-based learning. Although game design principles and tools are, to a large extent, universal, their application differs from one field to another.