Software Requirements Definition Processes in Gamification Development for Immersive Environments

Author:

Gomes Paulo Veloso1ORCID,Donga João1ORCID,Sá Vítor J.2ORCID

Affiliation:

1. LabRP, School of Allied Health Technologies, Polytechnic of Porto, Portugal

2. LabRP, Polytechnic of Porto, Portugal & Centro ALGORITMI. Universidade Católica Portuguesa, Portugal

Abstract

The implementation of gamification in immersive environments is a complex and multidimensional process. A socio-technical approach is necessary to cover all the specifications that the system needs to satisfy the needs and the purpose of its genesis. The use of virtual reality (VR) technologies in mental healthcare associated with gamification mechanisms has been gaining popularity. Two projects were developed using VR, one that allows people to experience and better understand mental health conditions through empathy construct and the other can be used to help patients with social phobia or Arachnophobia to reduce their phobias using VR solutions and real-time biofeedback. The authors analyze the aspects that influence the development of immersive environments and gamification mechanisms and propose a socio-technical methodology based on actor-network theory for the survey and definition of requirements.

Publisher

IGI Global

Reference16 articles.

1. Bersak, D., McDarby, G., Augenblick, N., McDarby, P., McDonnell, D., McDonald, B., & Karkun, R. (2001). Intelligent biofeedback using an immersive competitive environment. Most. Retrieved from http://medialabeurope.org/mindgames/publications/publicationsAtlanta2001rev3.pdf

2. Empathy for pain in fibromyalgia patients: An EEG study

3. The Brainarium: An Interactive Immersive Tool for Brain Education, Art, and Neurotherapy

4. Hildebrand, A., & Sá, V. (2000). EMBASSI: Electronic Multimedia and Service Assistance. In Intelligent Interactive Assistance & Mobile Multimedia Computing (IMC 2000) (pp. 50–59). Retrieved from http://publica.fraunhofer.de/eprints/urn_nbn_de_0011-n-39911.pdf

5. Affective computing for game design.;E.Hudlicka;4th International North-American Conference on Intelligent Games and Simulation, Game-On ’NA 2008,2008

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Autonomous Creative Learning Strategy Directed to Higher Education Students in Health Area;Fostering Pedagogy Through Micro and Adaptive Learning in Higher Education;2023-08-14

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3