PigScape : an embodied video game for cognitive peer-training of impulse and behavior control in children with ADHD
Gizatdinova, Yulia; Remizova, Vera; Sand, Antti; Sharma, Sumita; Rantanen, Kati; Helminen, Terhi; Kylliäinen, Anneli (2022-10-22)
Yulia Gizatdinova, Vera Remizova, Antti Sand, Sumita Sharma, Kati Rantanen, Terhi Helminen, and Anneli Kylliäinen. 2022. PigScape: An embodied video game for cognitive peer-training of impulse and behavior control in children with ADHD. In The 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’22), October 23–26, 2022, Athens, Greece. ACM, New York, NY, USA, 4 pages. https://doi.org/10.1145/3517428.3550401
© 2022 Copyright held by the owner/author(s). This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in The 24th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS ’22), October 23–26, 2022, Athens, Greece, http://dx.doi.org/10.1145/3517428.3550401
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https://urn.fi/URN:NBN:fi-fe2023022428639
Tiivistelmä
Abstract
This paper describes a therapeutic full-body controlled video game for children with attention deficit / hyperactivity disorder (ADHD). The game supports a co-located gameplay with a depth-sensing camera and a large media screen. Children play the game in pairs for improved impulse and behavior control, self-monitoring, peer-communication, and emotion regulation. The gaming was implemented as a part of a neuropsychological group intervention for children with confirmed deficits in attention or diagnosed ADHD. We present a final design of the game and associated gaming routines, explain anticipated health benefits of the gaming, outline how the gaming can be used for research and therapeutic purposes, and provide directions for future research.
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