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Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease

Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate...

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Autores principales: Dias, Sofia Balula, Diniz, José Alves, Konstantinidis, Evdokimos, Savvidis, Theodore, Zilidou, Vicky, Bamidis, Panagiotis D., Grammatikopoulou, Athina, Dimitropoulos, Kosmas, Grammalidis, Nikos, Jaeger, Hagen, Stadtschnitzer, Michael, Silva, Hugo, Telo, Gonçalo, Ioakeimidis, Ioannis, Ntakakis, George, Karayiannis, Fotis, Huchet, Estelle, Hoermann, Vera, Filis, Konstantinos, Theodoropoulou, Elina, Lyberopoulos, George, Kyritsis, Konstantinos, Papadopoulos, Alexandros, Depoulos, Anastasios, Trivedi, Dhaval, Chaudhuri, Ray K., Klingelhoefer, Lisa, Reichmann, Heinz, Bostantzopoulou, Sevasti, Katsarou, Zoe, Iakovakis, Dimitrios, Hadjidimitriou, Stelios, Charisis, Vasileios, Apostolidis, George, Hadjileontiadis, Leontios J.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7843389/
https://www.ncbi.nlm.nih.gov/pubmed/33519632
http://dx.doi.org/10.3389/fpsyg.2020.612835
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author Dias, Sofia Balula
Diniz, José Alves
Konstantinidis, Evdokimos
Savvidis, Theodore
Zilidou, Vicky
Bamidis, Panagiotis D.
Grammatikopoulou, Athina
Dimitropoulos, Kosmas
Grammalidis, Nikos
Jaeger, Hagen
Stadtschnitzer, Michael
Silva, Hugo
Telo, Gonçalo
Ioakeimidis, Ioannis
Ntakakis, George
Karayiannis, Fotis
Huchet, Estelle
Hoermann, Vera
Filis, Konstantinos
Theodoropoulou, Elina
Lyberopoulos, George
Kyritsis, Konstantinos
Papadopoulos, Alexandros
Depoulos, Anastasios
Trivedi, Dhaval
Chaudhuri, Ray K.
Klingelhoefer, Lisa
Reichmann, Heinz
Bostantzopoulou, Sevasti
Katsarou, Zoe
Iakovakis, Dimitrios
Hadjidimitriou, Stelios
Charisis, Vasileios
Apostolidis, George
Hadjileontiadis, Leontios J.
author_facet Dias, Sofia Balula
Diniz, José Alves
Konstantinidis, Evdokimos
Savvidis, Theodore
Zilidou, Vicky
Bamidis, Panagiotis D.
Grammatikopoulou, Athina
Dimitropoulos, Kosmas
Grammalidis, Nikos
Jaeger, Hagen
Stadtschnitzer, Michael
Silva, Hugo
Telo, Gonçalo
Ioakeimidis, Ioannis
Ntakakis, George
Karayiannis, Fotis
Huchet, Estelle
Hoermann, Vera
Filis, Konstantinos
Theodoropoulou, Elina
Lyberopoulos, George
Kyritsis, Konstantinos
Papadopoulos, Alexandros
Depoulos, Anastasios
Trivedi, Dhaval
Chaudhuri, Ray K.
Klingelhoefer, Lisa
Reichmann, Heinz
Bostantzopoulou, Sevasti
Katsarou, Zoe
Iakovakis, Dimitrios
Hadjidimitriou, Stelios
Charisis, Vasileios
Apostolidis, George
Hadjileontiadis, Leontios J.
author_sort Dias, Sofia Balula
collection PubMed
description Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The design elements in assistive HCI-SGs for Parkinson’s Disease (PD) patients, in particular, are explored in the present work. Within this context, the Game-Based Learning (GBL) design framework is adopted here and its main game-design parameters are explored for the Exergames, Dietarygames, Emotional games, Handwriting games, and Voice games design, drawn from the PD-related i-PROGNOSIS Personalized Game Suite (PGS) (www.i-prognosis.eu) holistic approach. Two main data sources were involved in the study. In particular, the first one includes qualitative data from semi-structured interviews, involving 10 PD patients and four clinicians in the co-creation process of the game design, whereas the second one relates with data from an online questionnaire addressed by 104 participants spanning the whole related spectrum, i.e., PD patients, physicians, software/game developers. Linear regression analysis was employed to identify an adapted GBL framework with the most significant game-design parameters, which efficiently predict the transferability of the PGS beneficial effect to real-life, addressing functional PD symptoms. The findings of this work can assist HCI-SG designers for designing PD-related HCI-SGs, as the most significant game-design factors were identified, in terms of adding value to the role of HCI-SGs in increasing PD patients’ quality of life, optimizing the interaction with personalized HCI-SGs and, hence, fostering a collaborative human-computer symbiosis.
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spelling pubmed-78433892021-01-30 Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease Dias, Sofia Balula Diniz, José Alves Konstantinidis, Evdokimos Savvidis, Theodore Zilidou, Vicky Bamidis, Panagiotis D. Grammatikopoulou, Athina Dimitropoulos, Kosmas Grammalidis, Nikos Jaeger, Hagen Stadtschnitzer, Michael Silva, Hugo Telo, Gonçalo Ioakeimidis, Ioannis Ntakakis, George Karayiannis, Fotis Huchet, Estelle Hoermann, Vera Filis, Konstantinos Theodoropoulou, Elina Lyberopoulos, George Kyritsis, Konstantinos Papadopoulos, Alexandros Depoulos, Anastasios Trivedi, Dhaval Chaudhuri, Ray K. Klingelhoefer, Lisa Reichmann, Heinz Bostantzopoulou, Sevasti Katsarou, Zoe Iakovakis, Dimitrios Hadjidimitriou, Stelios Charisis, Vasileios Apostolidis, George Hadjileontiadis, Leontios J. Front Psychol Psychology Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The design elements in assistive HCI-SGs for Parkinson’s Disease (PD) patients, in particular, are explored in the present work. Within this context, the Game-Based Learning (GBL) design framework is adopted here and its main game-design parameters are explored for the Exergames, Dietarygames, Emotional games, Handwriting games, and Voice games design, drawn from the PD-related i-PROGNOSIS Personalized Game Suite (PGS) (www.i-prognosis.eu) holistic approach. Two main data sources were involved in the study. In particular, the first one includes qualitative data from semi-structured interviews, involving 10 PD patients and four clinicians in the co-creation process of the game design, whereas the second one relates with data from an online questionnaire addressed by 104 participants spanning the whole related spectrum, i.e., PD patients, physicians, software/game developers. Linear regression analysis was employed to identify an adapted GBL framework with the most significant game-design parameters, which efficiently predict the transferability of the PGS beneficial effect to real-life, addressing functional PD symptoms. The findings of this work can assist HCI-SG designers for designing PD-related HCI-SGs, as the most significant game-design factors were identified, in terms of adding value to the role of HCI-SGs in increasing PD patients’ quality of life, optimizing the interaction with personalized HCI-SGs and, hence, fostering a collaborative human-computer symbiosis. Frontiers Media S.A. 2021-01-15 /pmc/articles/PMC7843389/ /pubmed/33519632 http://dx.doi.org/10.3389/fpsyg.2020.612835 Text en Copyright © 2021 Dias, Diniz, Konstantinidis, Savvidis, Zilidou, Bamidis, Grammatikopoulou, Dimitropoulos, Grammalidis, Jaeger, Stadtschnitzer, Silva, Telo, Ioakeimidis, Ntakakis, Karayiannis, Huchet, Hoermann, Filis, Theodoropoulou, Lyberopoulos, Kyritsis, Papadopoulos, Depoulos, Trivedi, Chaudhuri, Klingelhoefer, Reichmann, Bostantzopoulou, Katsarou, Iakovakis, Hadjidimitriou, Charisis, Apostolidis and Hadjileontiadis. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychology
Dias, Sofia Balula
Diniz, José Alves
Konstantinidis, Evdokimos
Savvidis, Theodore
Zilidou, Vicky
Bamidis, Panagiotis D.
Grammatikopoulou, Athina
Dimitropoulos, Kosmas
Grammalidis, Nikos
Jaeger, Hagen
Stadtschnitzer, Michael
Silva, Hugo
Telo, Gonçalo
Ioakeimidis, Ioannis
Ntakakis, George
Karayiannis, Fotis
Huchet, Estelle
Hoermann, Vera
Filis, Konstantinos
Theodoropoulou, Elina
Lyberopoulos, George
Kyritsis, Konstantinos
Papadopoulos, Alexandros
Depoulos, Anastasios
Trivedi, Dhaval
Chaudhuri, Ray K.
Klingelhoefer, Lisa
Reichmann, Heinz
Bostantzopoulou, Sevasti
Katsarou, Zoe
Iakovakis, Dimitrios
Hadjidimitriou, Stelios
Charisis, Vasileios
Apostolidis, George
Hadjileontiadis, Leontios J.
Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease
title Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease
title_full Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease
title_fullStr Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease
title_full_unstemmed Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease
title_short Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease
title_sort assistive hci-serious games co-design insights: the case study of i-prognosis personalized game suite for parkinson’s disease
topic Psychology
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7843389/
https://www.ncbi.nlm.nih.gov/pubmed/33519632
http://dx.doi.org/10.3389/fpsyg.2020.612835
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