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INTERAGAMES: Development of new models for interacting with video games to improve the leisure prospects and rehabilitation of people with functional diversity
Summary
Play Experience by Assistive Technology for play
Devices, services & contexts for play with children with disabilities
Name of Play Experience by AT
INTERAGAMES: Development of new models for interacting with video games to improve the leisure prospects and rehabilitation of people with functional diversity
Type of project
Intervention
Finished research project
Ongoing research project
Summary
(~150 words: target group, aims, kind of activities, Play Experience by AT (devices, services and contexts) used, play experiences and results)
The development of new models of interaction for people with functional diversity, using commercial videogames for all video consoles (Xbox, PS3, PC, Wii) through the development of an access system based on alternative, universal hardware that is customisable to the needs of the user.
Play Experience by Assistive technology
Low-tech, high-tech products, services and contexts for play
Description, intended use(s), intended target group(s), manufacturer/developer, reference
A new interface platform between users with disabilities and the major games of the main commercial videogames platforms. The designed system enables the access to the different platforms on the market (Xbox 360, PS3, Wii and PC) and to any game, to the people who previously couldn’t play, improving their entertainment prospects. The user doesn’t have to learn how to use a new specific device, because they can still use the adapted mice or joysticks they usually use to access the computer or to control the environment. In addition, the system supports the added use of controllers which can be handled with different parts of the body as well as actions selected by pressing or by sweeping. The adaptation of the controllers and joysticks are complemented with the design of customizable software for each user and game. This allows the implementation of macros to assign a combination or a fast sequence of buttons by pressing only to one button, providing the access to the more complicated videogames actions. The result is a device for people with disabilities to enjoy alone or with friends of the current videogames in the market.
Context
The context of use
(home, school, rehab center or other environments)
Home, school and rehabilitation center
Type of Play
Type of play in this play system
LUDI Classification of types of play
Cognitive Dimension
Practice
Symbolic
Constructive
Rule play (including videogames)
Social Dimension
Solitary
Parallel
Associative
Cooperative
Objectives
Objectives related to play according to ICF-CY
International Classification of Functioning, Disability and Health - Children & Youth Version (ICF-CY)
Play for the sake of play
Major life areas - d880 engagement in play
d8800 solitary play
d8801 onlooker play
d8802 parallel play
d8803 shared cooperative play
d8808 engagement in play, other specified
d8809 engagement in play, unspecified
Community social and civic life - d920 recreation and leisure time
d9200 play
Play-like activities
Therapeutic and educational objectives
b1 Mental functions
b2 Sensory functions and pain
b3 Voice and speech functions
b4 Functions of cardiovascular, hematological, immunological and respiratory systems
b5 Functions of digestive, metabolic and endocrine systems
b7 Neuromusculoskeletal and movement related functions
d1 Learning and applying knowledge (learning through symbolic play, learning through pretend play)
d2 General tasks and demands
d3 Communication
d4 Mobility
d7 Interpersonal interactions and relationships
Participant
Participant(s)
Number
1-5
5-10
10-20
>20
Chronological Age
0-3 years
3-6 years
6-12 years
12-18 years
Development Age
0-3 years
3-6 years
6-12 years
12-18 years
LUDI Categories of disabilities
Mental/intellectual impairments:
mild
moderate
severe
profound
Hearing impairments
Partially hearing impaired
Deaf
Visual impairments
Partially sighted
Blind
Communication disorders (speech and language disorders)
Physical impairments
Mild
Moderate
Severe
Autism Spectrum Disorders
Multiple disabilities
Explanation
Explanation on the use of low-tech, high-tech devices, services or contexts
Explanation
No instruction, self-discovery of the participant/subject
Verbal instruction, language and communication fitting to chronological age
Verbal instruction, language and communication is adapted
Visual and/or verbal instruction with AAC (Aumentative and Alternative Communication)
Visual instruction with written language
Visual instruction with pictures or drawings
Modeling by therapist/researcher
Hand over hand: therapist/researcher leads the actions of the participant
Prompting: therapist/researcher touches the participant as a key for further actions
Guided discovery: therapist/researcher coaches the participant so s/he discovers how to use the assistive technology
Modeling by peer
Visual instruction by peer
Verbal instruction by peer
Involvement
Adult: therapist/educator/researcher
Parent or significant others
Peer with disabilities
Peer without disabilities
Role
Non-participatory observer
Participatory observer
Providing instruction
After the instruction, providing supervision during play
Evaluation
Evaluation of objectives and outcome measures
Description of outcome measure(s)
Observation by professional/researcher providing the play experience
Observation by other professional/researcher
Video analysis
Feedback from client/parents/professionals
(validated and reliable) outcome measures like tests, self-reports of client/system, questionnaires
Achievements
Summary of achieved effects
ongoing
References
References to the intervention or research project
Contact Person
Noemí Rando nrando@aiju.info
Keywords
Keywords
Example: Robots, Virtual Games, Mobile Phone, Public Playground, Adapted Toys
Videogames, functional diversity, interaction, users
Play Systems with similar keywords
Nebula - Interactive wall of light
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