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A Framework for the Development , Design and Deployment of Customisable Mobile and Hand Held Device Based Serious Games
| Content Provider | Semantic Scholar |
|---|---|
| Author | Hildmann, Hanno |
| Copyright Year | 2008 |
| Abstract | Factors currently affecting the use of Cognitive Behaviour Therapy (CBT) include limitations on access due to the lack of therapists, the cost involved and the reluctance of patients. The National Institute for Health and Clinical Excellence (NICE) recommends Computerized CBT (CCBT) as a way of tackling these problems. A number of attempts have been made to use computer games as a specific therapeutic tool. Most of these have been directed at older age ranges and those with good reading skills. Our work is in the development of a computer game to be used specifically in the treatment of young children (8-12 years) who are exhibiting behavioural disorders. The children in the target group are experiencing a range of emotional problems with various causes. The children have specific needs and behaviours which affect the way in which they will interact with games. The design of this game has involved us in a long term ethnographic study of the children during their treatment and experiments involving two groups of children playing a number of computer games. These studies have enabled us to determine the nature of the game and to establish how the children interact with computers, the types of games they would relate to and the levels of complexity they could cope with. Most of the children come from deprived backgrounds with low academic achievement but have a relatively high exposure to computer games and “sophisticated” tastes. The results of the study and further research including interviews with therapists have informed the design of the game. One crucial factor has been the inclusion of psycho-education principles in the design. In common with most other CBT games it is a role-play game with a set of tasks. However, from our study we can see that the interfaces provided by most current CBT games would have a limited appeal – being too simplistic in some ways but requiring too large a vocabulary for the target group of children. Providing a sophisticated interface but where a limited level of reading is needed has proved an important factor in the design. In addition the player is given the ability to design his or her own character to improve identification. A “conscience” character – the magical do better – who has qualities determined by the player’s chosen character accompanies the player. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | https://web.archive.org/web/20100613071856/http://academic-conferences.org/pdfs/ECGBL-booklet-08.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |