Carnival Play

Author:

Giesteira Bruno1ORCID,Silva Joana1,Sarmento Teresa1,Abreu Paulo2ORCID,Restivo Maria Teresa3

Affiliation:

1. University of Porto, Portugal

2. LAETA-INEGI, Faculdade de Engenharia, Universidade do Porto, Portugal

3. University of Porto, Faculty of Engineering

Abstract

Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.

Publisher

IGI Global

Reference76 articles.

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3. Atari & Alcorn, A. (1972). Pong [arcade video game]. Atari.

4. Brandt, E., Binder, T., & Sanders, E. B.-N. (2012). Tools and techniques: ways to engage, telling, making and enacting. In J. Simonsen, & T. Robertson (Eds.), Routledge International Handbook of Participatory Design (pp. 145-181). Routledge.

Cited by 3 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. Inclusivity Play;Advances in Educational Marketing, Administration, and Leadership;2024-05-20

2. Positive Effects of Visual, Auditory Biofeedback and Exergames on Physical Rehabilitation: A Review of SHaRe Clinical Trials;2023 6th Experiment@ International Conference (exp.at'23);2023-06-05

3. VR for Rehabilitation: The Therapist Interaction and Experience;Communications in Computer and Information Science;2022

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