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

Lookup NU author(s): Dr Gary Ushaw, Rich Davison, Professor Janet Eyre, Dr Graham Morgan

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Abstract

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.


Publication metadata

Author(s): Ushaw G, Davison R, Eyre J, Morgan G

Publication type: Conference Proceedings (inc. Abstract)

Conference Name: 5th International Conference on Digital Health (DH '15)

Year of Conference: 2015

Pages: 1-8

Acceptance date: 04/03/2015

Print publication date: 18/05/2015

Publisher: ACM

URL: http://dx.doi.org/10.1145/2750511.2750513

DOI: 10.1145/2750511.2750513

Library holdings: Search Newcastle University Library for this item

ISBN: 9781450334921


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