Including Gamification Techniques in the Design of TANGO: H Platform
DOI:
https://doi.org/10.11113/jt.v63.1958Keywords:
Gamification techniques, cognitive and physical rehabilitation, Kinect, openNI, videogamesAbstract
This paper presents the design approach of TANGO:H (Tangible Goals: Health): a platform for the creation of physical and cognitive rehabilitation exercises. This platform is adaptable to the characteristics of the population it is intended: children hospitalized and in home care. Also, it is highly configurable and customizable, thanks to exercises editor: TANGO:H Designer. This feature allows health professionals and educators to create game-like exercises, adapted to the specific needs of end users and to the context in which the intervention will take place. Note that TANGO:H was designed for the recreational, educational and rehabilitation use for children at hospital. So, in order to improve the users’ experience with the platform and their engagement, several Gamification techniques has been included. This paper focused on the technical and gamification requirements of the design of TANGO:H.
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