2021
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 Journal Article
In: Frontiers in Psychology, 11 , pp. 4017, 2021, ISSN: 1664-1078.
Abstract | Links | BibTeX | Tags: co-creation, game-based learning, human-computer interaction-serious games, i-PROGNOSIS, Parkinson’s disease
@article{10.3389/fpsyg.2020.612835,
title = {Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease},
author = {Sofia Balula Dias and José Alves Diniz and Evdokimos Konstantinidis and Theodore Savvidis and Vicky Zilidou and Panagiotis D Bamidis and Athina Grammatikopoulou and Kosmas Dimitropoulos and Nikos Grammalidis and Hagen Jaeger and Michael Stadtschnitzer and Hugo Silva and Gonçalo Telo and Ioannis Ioakeimidis and George Ntakakis and Fotis Karayiannis and Estelle Huchet and Vera Hoermann and Konstantinos Filis and Elina Theodoropoulou and George Lyberopoulos and Konstantinos Kyritsis and Alexandros Papadopoulos and Anastasios Depoulos and Dhaval Trivedi and Ray K Chaudhuri and Lisa Klingelhoefer and Heinz Reichmann and Sevasti Bostantzopoulou and Zoe Katsarou and Dimitrios Iakovakis and Stelios Hadjidimitriou and Vasileios Charisis and George Apostolidis and Leontios J Hadjileontiadis},
url = {https://www.frontiersin.org/article/10.3389/fpsyg.2020.612835},
doi = {10.3389/fpsyg.2020.612835},
issn = {1664-1078},
year = {2021},
date = {2021-01-01},
journal = {Frontiers in Psychology},
volume = {11},
pages = {4017},
abstract = {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.},
keywords = {co-creation, game-based learning, human-computer interaction-serious games, i-PROGNOSIS, Parkinson’s disease},
pubstate = {published},
tppubtype = {article}
}