Keynote speaker - Professor Kevin Durkin: Interactive technologies and develo...Karel Van Isacker
Keynote speaker - Professor Kevin Durkin: Interactive technologies and developmental disorders: Differences, needs and rewards
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Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Games4Resilience Salon
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Fares Kayali, Technische Univeristät Wien,
studierte an der TU Wien (PhD), arbeitet aktuell an der Fakultät für Informatik, Institut für Gestaltungs- und Wirkungsforschung, Arbeitsbereich Human Computer Interaction, Technische Universität Wien
Keynote speaker - Professor Kevin Durkin: Interactive technologies and develo...Karel Van Isacker
Keynote speaker - Professor Kevin Durkin: Interactive technologies and developmental disorders: Differences, needs and rewards
Interactive Technologies and Games (ITAG) Conference 2015
Health, Disability and EducationDates: Thursday 22 October 2015 - Friday 23 October 2015 Location: The Council House, NG1 2DT
Games4Resilience Salon
Spielerische Selbstkontrolle und emotionale Kompetenzen fördern
Fares Kayali, Technische Univeristät Wien,
studierte an der TU Wien (PhD), arbeitet aktuell an der Fakultät für Informatik, Institut für Gestaltungs- und Wirkungsforschung, Arbeitsbereich Human Computer Interaction, Technische Universität Wien
Keynote at the Annual Conference of the Association of Adaptation Studies 2022
Abstract.
Games have still a long way to become fully inclusive. But, the topic of inclusive play is, nevertheless, widely discussed and researched. Inclusiveness is addressed both in terms of the characters and situations that the game depicts (e.g., its content) and in terms of the way players’ accessibility to play the game and enjoy the experience is supported. This presentation shows some efforts to raise awareness for the inclusion of diverse content in games that avoids shallow stereotypes and tropes, and some efforts to make games available to a diverse audience that includes people with disabilities. Another perspective of inclusiveness in games is the use of games as tools to improve the life of players that need support for inclusion. Some projects that follow this idea are presented. For example, the Invisible Island game developed for collaborative play between sighted and unsighted players, and the ID Gaming project that is developing games to support people with intellectual disability. The discussion is extended by presenting games that can mitigate the problems of inclusion in society by addressing cultural training and promoting empathy in cyberbullying situations. A final note on how models of social identity can be used in games, in particular, in the behaviour of game characters is raised. Building on that, we can create gameplay situations involving social interactions that are grounded on the dynamics of social groups, which can support social inclusion challenges as a gameplay element.
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The Educational Game development approach used for developping different games in the medical domain is presented.
This is exemplified with the first-aid game, the educ@ONT project with the National Transplant Organization in Spain (ONT) and the Surgical Checklist game.
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Pascal Nataf & Kim Berthiaume - Opportunities and Challenges for Creating a T...SeriousGamesAssoc
Pascal Nataf, CEO, Affordance Studio
Kim Berthiaume, Creative Director, Affordance Studio
This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.
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In this talk we will introduce serious games as games which purpose is not only amusement and can be effectively used for educational or training purposes. This kind of games are also frequently named as educational games or even as game-like simulations. We will describe the general characteristics of serious games and how they are used in several domains (e.g. military, medicine), describing their main advantages (e.g. engagement, student motivation) and some of the shortcomings that prevent a wider generalization in educational settings (e.g. cost, deployment). We will also describe new emerging trends in the field of serious games such as gaming for solving scientific problems or how the application of learning analytics techniques can improve and simplify serious games application in different domains.
1. What are your areas of educational research interest?
2. What are educational research questions of interest to you?
3. What are some of your go-to educational research methods? Why? What types of questions do these help you answer?
4. What are some of your educational research methods that you might want to learn and apply? Why? How did you learn about these new educational research methods?
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Games have still a long way to become fully inclusive. But, the topic of inclusive play is, nevertheless, widely discussed and researched. Inclusiveness is addressed both in terms of the characters and situations that the game depicts (e.g., its content) and in terms of the way players’ accessibility to play the game and enjoy the experience is supported. This presentation shows some efforts to raise awareness for the inclusion of diverse content in games that avoids shallow stereotypes and tropes, and some efforts to make games available to a diverse audience that includes people with disabilities. Another perspective of inclusiveness in games is the use of games as tools to improve the life of players that need support for inclusion. Some projects that follow this idea are presented. For example, the Invisible Island game developed for collaborative play between sighted and unsighted players, and the ID Gaming project that is developing games to support people with intellectual disability. The discussion is extended by presenting games that can mitigate the problems of inclusion in society by addressing cultural training and promoting empathy in cyberbullying situations. A final note on how models of social identity can be used in games, in particular, in the behaviour of game characters is raised. Building on that, we can create gameplay situations involving social interactions that are grounded on the dynamics of social groups, which can support social inclusion challenges as a gameplay element.
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Review on Serious Games for people with Intellectual Disabilities and Autism
1. Review on Serious Games for People
with Intellectual Disabilities and
Autism
Stavros Tsikinas, s.tsikinas@uom.gr
Stelios Xinogalos, stelios@uom.gr
Maya Satratzemi, maya@uom.gr
Department of Applied Informatics
University of Macedonia
Thessaloniki, Greece
Study Goal:
Explore the state-of-the-art in Serious
Games for people with Intellectual
Disabilities and Autism
2. What is Intellectual Disability
What is Autism Spectrum Disorder
• Intellectual Disabilities (AAIDD):
• Developmental Disorder that affects:
• Adaptive Behaviour
• Conceptual
• Social
• Practical
• Intellectual Functioning
• General Mental Abilities (IQ Test)
• Autism Spectrum Disorder:
• Limitations in:
• Social
• Emotional
• Communicational
Existence of People with Both
3. Serious Games to Improve Skills
New technological intervention method
Combines learning and entertainment
Different Games addressing different skills
5. Review Method (II/II)
• Connolly et. al (2012)
• Filtering
• 2005-2016
• Intellectual Disabilities or Autism
• Exclude other mental impairments
• Gaming Experience
• Design/Development/Evaluation
50 Studies, 43 Serious Games
6. Presentation
• Category of Skills (based on AAIDD)
• Author(s)
• Target Audience
• Name of Project/Game
• Purpose
• Type/Platform: desktop-based, web-based and app-based, console
• Evaluation
• Type of Testing (usability testing, purpose testing)
• Effect (positive, negative, neutral, not available)
• Availability
7. Examples
• Evaluation
• Type of Testing: “UT”=usability testing, “PT”=purpose testing
• Effect: “+”=positive effect, “-“=negative effect, “N”=neutral effect & “NA”=not available
• Purpose testing: “ST” = short term & “LT” = long term
• Availability is denoted by an * after the games name
8. Studies Classification
SGs for ID
& ASD
Adaptive Behaviour
(38)
Conceptual (6)
Language, Literacy (2)
Money (2)
Time (1)
Numbers (1)
Self-Direction
Social (20)
Interpersonal (19)
Social Responsibility (1)
Self-esteem
Gullibility
Naiveté
Social Problem Solving
Follow Rules
Avoid Victimized
Practical (12) Personal Care (2)
Work-Related (2)
Healthcare (4)
Travel & Transportation (1)
Schedules (1)
Safety (1)
Use of Money/Telephone (1)
Intellectual
Functioning (5)
Cognitive (5)
9. Results (I/IV)
• Conceptual Skills:
• Addressed mainly to children with ID
• All types of platforms are used
• People with ID do not have particular limitation using hardware
• Purpose Testing with positive effects
10. Results (II/IV)
• Social Skills
• Most tackled category
• Interpersonal skills (Communication, Collaboration, Emotions)
• Addressed mainly to people with ASD
• Purpose Testing for nearly half of the games with positive effects (Short-Term) in most cases
• Skills, such as self-esteem, gullibility and naïveté, are not covered
11. Results (III/IV)
• Practical Skills
• All AAIDD skills covered
• However, limited number of studies
• Majority commercially distributed
• Commercial games used for “serious” purpose
• Usability Testing
12. Results (IV/IV)
• Intellectual Functioning
• Most of studies present sets of mini-games
• Cover multiple cognitive skills
• Limited studies
• More challenging topic
• No long-term effects evaluated
13. Conclusions &
Future Work
• PC overpowers other consoles
• New studies, use new generation platforms (Smartphones, Tablets)
• Game Consoles not popular
• SG Evaluations with long-term effects is limited
• Intellectual Functioning studies are limited
• Investigate evaluation methods/practices
• Develop new solution to address multiple skills