Adopting Best Practices from the Games Industry in Development of Serious Games for Health

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  2. Dr Gary Ushaw
  3. Rich Davison
  4. Professor Janet Eyre
  5. Dr Graham Morgan
Author(s)Ushaw G, Davison R, Eyre J, Morgan G
Editor(s)
Publication type Conference Proceedings (inc. Abstract)
Conference Name5th International Conference on Digital Health (DH '15)
Conference LocationFlorence
Year of Conference2015
Source Publication Date
Volume
Pages1-8
ISBN9781450334921
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We describe how developers with extensive experience in the entertainment video game industry approach the creation of rehabilitative games. A key element a game for health shares with a game from the entertainment industry is the ability to engage over long periods of time: the longer a commercial game engages the more popular it becomes, improving its revenue; the longer a game for health is played the more extensive an intervention, improving patient outcomes. As such, having worked on a number of successful titles for over twenty years we explored transferring player engagement techniques in games for entertainment over to games for health. This we achieved in a series of rehabilitative games for diff erent patient conditions and demographics. We present our findings as a number of design and implementation practices that bring a heightened sense of engagement and replay value to games for patients that do not distract from the main health benefi t.
PublisherACM
URLhttp://dx.doi.org/10.1145/2750511.2750513
DOI10.1145/2750511.2750513
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