O fluxo em jogo sério desenvolvido para reabilitação de membros superiores

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Data

2015-08-28

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Universidade Federal de Goiás

Resumo

The use of video games has proven to be an important supporting tool in the therapy of various motor diseases, especially stroke because it generates significant economic and social impact. The development of a serious game for the rehabilitation of the upper limbs is important, since commercial games are not adjusted to this target audience. The Flow is a state of mind achieved when there is high level of engagement. This study aimed to determine whether games with focus on gameplay would have greater Flow than games with focus on movement. Part of this work was the project of a game with six stages that require different movements set in the context of Brazilian culture. The technology of interacting with the game environment was the Microsoft Kinect for Xbox 360 sensor. The prototype of one of the stages was developed using Unity engine. In order to conduct the proposed test, the prototype was adapted to change the focus from the gameplay to the required movement. The study had the participation of 60 individuals; half of them interacted with the game prototype, focused on gameplay (Group A) and the other half with the second prototype, focused on movement (Group B). No significant difference was observed in Flow between groups (average 5.353 ± 0.764 for Group A and 5.240 ± 0.659 for Group B, p = 0,289), but their results were higher compared with the literature, suggesting that there was an overvaluation of the technological apparatus in the judgment of the participants rather than the experience with the game itself. The data suggest that future studies are needed to ascertain such influence and the construction of the complete game is feasible.

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Citação

SOUSA NETO, J. B. O fluxo em jogo sério desenvolvido para reabilitação de membros superiores. 2015. 64 f. Dissertação (Mestrado em Engenharia Elétrica e da Computação) - Universidade Federal de Goiás, Goiânia, 2015.