Serious Game iDO: Towards Better Education in Dementia Care
Abstract
:1. Introduction
2. Related Concepts on Serious Games
2.1. A Potential in Serious Games and Gamification
2.2. Serious Games in Health Care
3. Serious Game Design
3.1. Educational Model for Knowledge Transfer by iDO Gameplay
- To increase cognitive skills by teaching the concepts and principles of dementia care thus understanding differences among persons with various degrees of dementia and to demonstrate the ability of applying concepts to solve various real-life situations (via solving in-game problems), enhancing knowledge retention.
- To increase behavioral skills (care practice and development) to allow a more effective factual implementation of dementia care concepts, practical familiarization with problems, and outcomes and consequences through in-game decision making thus improving situational awareness, analysis, and decision skills.
- To increase skills to improve overall attitudes, motivation, and engagement towards dementia care not excluding the increase in overall job satisfaction.
3.2. Model of Game Mechanics
- Rest shows the tiredness rate of the person. This value is reduced over time and increases automatically when the person is resting. The reduction rate is increased when the person participates in activities, which increases the fun value.
- Hunger represents the character’s need for food. The value representing hunger is increased and reduced automatically whenever the person eats.
- The fun value shows the overall happiness and positive engagement of the game character. This value decreases over time. However, participating in fun activities increases the value.
- The social interaction value shows the need of a person for socialization. This value is increased when the person chats with the game character.
3.3. Model of Game User Experience (UX)
- Player Controller, also interacting with these activity entities, guides the Patient Character to do the activities associated with them and to interact with the activity entities.
- Character Creation Pawn presents the player with the character customization user interface and has a reference to the Patient Character to allow its customization.
- Game Pawn is controlled by the Player Controller and includes camera manipulation functions to allow the player to observe the game world from various points of view.
- Patient Character is the pawn that represents the patient that the caregiver has to look after. This pawn’s behavior is controlled by the AI Controller.
- AI Controller is driven by the AI system based on behavior trees in order to controls the Patient Character’s behavior.
- Activity Entities are objects in the game world, such as the couch on which the character can rest, and with which the player can interact with it during the gameplay.
4. Methods of Evaluation and Results
5. Discussion and Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
Ethics
References
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Maskeliūnas, R.; Damaševičius, R.; Lethin, C.; Paulauskas, A.; Esposito, A.; Catena, M.; Aschettino, V. Serious Game iDO: Towards Better Education in Dementia Care. Information 2019, 10, 355. https://doi.org/10.3390/info10110355
Maskeliūnas R, Damaševičius R, Lethin C, Paulauskas A, Esposito A, Catena M, Aschettino V. Serious Game iDO: Towards Better Education in Dementia Care. Information. 2019; 10(11):355. https://doi.org/10.3390/info10110355
Chicago/Turabian StyleMaskeliūnas, Rytis, Robertas Damaševičius, Connie Lethin, Andrius Paulauskas, Anna Esposito, Mauro Catena, and Vincenzo Aschettino. 2019. "Serious Game iDO: Towards Better Education in Dementia Care" Information 10, no. 11: 355. https://doi.org/10.3390/info10110355
APA StyleMaskeliūnas, R., Damaševičius, R., Lethin, C., Paulauskas, A., Esposito, A., Catena, M., & Aschettino, V. (2019). Serious Game iDO: Towards Better Education in Dementia Care. Information, 10(11), 355. https://doi.org/10.3390/info10110355