Mobile Games Individualise and Motivate Rehabilitation in Different User Groups

Mobile Games Individualise and Motivate Rehabilitation in Different User Groups

Antti Koivisto, Sari Merilampi, Andrew Sirkka
Copyright: © 2015 |Pages: 17
DOI: 10.4018/ijgbl.2015040101
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Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by tilting the tablet pc; and Game#3 a modified game version of Trail Making A -memory test played by tapping figures on the tablet pc touch screen. The total amount of participants was 89 of which 74% were older adults (women=24; men=33; average age 85.9 years) and 26% people with learning disabilities (n=23; a 38.9 years). The gameplay setting was similar for all target groups, although the game graphics (Game#1) were slightly modified based on each user group. Mobile devices were used as the game platform to create easily approachable games of low costs and suitable for the majority of people.
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2. Design Principles Of The Three Games

The three different games presented in this study are categorised based on the control method and the game display. Game#1 is controlled by tilting the mobile phone allocated in a balance board, and the game is played on a large TV screen. Game#2 is played with a tablet PC; game figures are controlled by tilting the tablet. Game#3 is also played on a tablet by tapping the figures on touch screen. Game#1 was tested in trials with older adults and people with learning disabilities. Game#2 and #3 are cognitively stimulating games, and were tested by a group of older men with diagnosed memory impairment. Each game version is explained in more details later on in this chapter.

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