The components of Serious Games 

The components of Serious Games 

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In this chapter, we present a state-of-the-art report on serious games dealing with e-health in a broad sense, including medicine, nursing, health care, and physical exercise. The games have been classified according to their main purpose (entertainment, teaching, or health), stages of the disease being treated and the type of users of the system (...

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... this paper, we survey the serious games that are related to health and classify them with respect to different aspects. Not only games that have been described and evaluated in peer-reviewed publications are presented in this article but the scope of the survey also includes: 1) the commercial games (consoles and PCs) 2) online games 3) games and application on mobile platforms 4) games running on specialized platforms in clinics, hospitals and patients homes. We begin with reviews of important concepts: section 1.1 provides an introduc- tion of serious games, and section 1.2 describes health. Section 1.3 describes the intersection of the two fields, and provides a review on previous surveys. Section 2 details the different ways in which serious games in health can be classified, while section 3 contains a comprehensive list of games. A summary of their main characteristics, a comparison table, graphs and a discussion of the results is present in section 4. Finally, section 5 concludes the paper. Today, the term serious game is becoming more and more popular even though there is currently no single definition of the concept. Serious games are defined in contraposition to entertainment games. They inherit gameplay characteristics from entertainment games, but the main focus may be learning or training, and the lessons learnt are expected to be used in real-life work environments. Serious games are present in many areas of knowledge, including defense, manufacturing, education and medicine, among others. According to Navarro[38], serious games is an emerging technology growing in importance for specialized training, taking advantage of 3D games and game engines in order to improve the realistic experience of users. We propose the char- acterization of serious games by using the following main components: rules and gameplay, challenges, interaction modes and goals. The gameplay is the pattern defined through the game rules which connects the player and the game. The goals may be explicit (stated as game objectives) or implicit. Implicit goals may include increasing skills and abilities, gaining knowledge or acquiring experience (Fig. 1). The World Health Organization (WHO) [1] defined health in its broader sense as ”a state of complete physical, mental, and social well-being and not merely the absence of disease or infirmity.” Other definitions simply require being free from illness or injury [57]. If we use the stricter definition, we may only consider games dealing with the different phases of illness development, both doctor training and patient familiariza- tion with his illness. However, the use of the WHO definition allows us to consider a third variety of games which has had a big success recently: games dealing with healthy habits such as exercise (including dancing and fitness games), so we shall use this broader definition in this paper. In Maslow’s hierachy of needs [33] , health is represented in the second lowest level, after basic needs required for life are fulfilled. Health is then a very basic need, and maintaining health should therefore be a priority. Additionally, the desirable human characteristics located in higher levels of Maslow’s pyramid which are needed for a functioning, peaceful society are negatively impacted by lack of health in the population. From the reasons stated above, Healthcare is one of the main issues that affects people the most in every stage of life (from infancy to old age). Many re- searches [29] [20] have shown the need of highly trained and educated health care professionals to avoid medical errors, and the use of serious games in health can provide an additional mean to increase interest in training, education and evaluation of their performance, as we will see in the next section. Repetitive tasks are needed in many cases to treat patients, but patient boredom has a negative impact on the patient’s willingness to continue the treatment. The use of tailored games to replace these tasks therefore has good results. Additionally, since the recent explosion of videogames, which now are used in two thirds of households by people of all ages [40], patients can feel more at ease and enjoy their treatment performing an activity they like. Since 2002 [42] many serious games in the field of e-health have been developed, dealing with a wide variety of aspects of surgeon training, radiology operation, Car- diopulmonary Resuscitation (CPR) and patient care, among others. Games aimed at patients have also been developed. The previous surveys of serious games are described next; Ricardo and Rafael [32] present the state of adaptivity in general games and simulations focusing on the purposes, targets, and methods from both academia and industry. N.A. Bartolome et.al. [7] present a systematic review of 21 serious games for health and education described at scientific papers written in English from 2003 to 2011 and projects from the 7 th Framework Program. Pamela M. Kato [27] summarize the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors. The classification is based on diseases. Paula et al. [41] propose a classification designed to properly distinguish and compare eight Serious Games for Rehabilitation systems with respect to their fundamental characteristics. They also describe a particular Serious Game for Rehabilitation, RehaCom, as a case study. Carolyn et al. [59] explore the use of games for children with long term treatment regimes, where motivation for compli- ance is a key factor in the success of the treatment. There are many interesting criteria to classify serious games in health. In this section, we describe these criteria in detail (Fig. 2). There are three main purposes in serious games for health: • The main purpose is entertainment but there is a need to move some parts of the body so the wellness is gotten as a bonus, such as dance dance revolution (DDR) [60] which is the pioneering series of the rhythm and dance genre in video games. The exercise (commercial) games became famous since Wii [39] was released by Nintendo on November 19, 2006. The motion controlled over the avatar by various accessories inspired people to exercise with the video games. • The main goal is Health but the game is used as a tool to pass on knowledge and / or skills. To use the capability of the game engine, various serious health contents are conveyed to players; for example Fatworld [49], Re-Mission [53], Air Medic Sky 1 [54] and many other games shown in section 3 (Review Studies). • Serious use in health and medical purpose but with a need to simulate the situa- tion to avoid / concern risk, safety, budget, etc. Most of the games in this category are simulation games with use in health and medical field such as Virtual Dental Implant Training Simulation Program [9] [16], EMSAVE (”Emergency Medical Services for the disAbled” Virtual Environment) [55] [22], Olive: 3D Hospital Training [48] [44], ...

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