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Staying Motivated During Difficult Times: A Snapshot of Serious Games for Paediatric Cancer Patients
IEEE Transactions on Games ( IF 1.7 ) Pub Date : 2020-12-01 , DOI: 10.1109/tg.2020.3039974
Ezwan Shah Abd Majid , Jaime A. Garcia , A. Imran Nordin , William L. Raffe

Research on the use of digital games for cancer patients suggests positive impact in the form of the reduction of depressive symptoms, anxiety, and the feeling of nausea after chemotherapy treatment. This can take the childs focus off their condition and their treatment process and direct it toward other aspects of their childhood. In this article, a comprehensive review of the current literature was conducted to assess how serious games could positively impact paediatric cancer patients. Inclusion criteria were used during data extraction to find the most relevant literature, including the need for a game prototype to have been developed and for the game to specifically target children with cancer as a target audience. Data were extracted including age ranges, treatment and procedure plan, time context, users, purpose, and technology. The resulting serious games were grouped based on their purpose and were classified in three main categories; motivation, education, and distraction. This review demonstrates the positive use of serious games as an intervention for paediatric cancer patients that undergo treatment in hospital. The results suggest that the design of these serious games should consider the purpose of the game within the treatment plan of target audience; the accessibility and suitability of the technology used for the game; and social connection during play.

中文翻译:

在困难时期保持动力:儿童癌症患者严肃游戏的快照

对癌症患者使用数字游戏的研究表明,在减轻化疗治疗后的抑郁症状、焦虑和恶心感方面具有积极影响。这可以让孩子们将注意力从他们的病情和治疗过程中转移到他们童年的其他方面。在本文中,对当前文献进行了全面审查,以评估严肃游戏如何对儿童癌症患者产生积极影响。在数据提取过程中使用纳入标准来查找最相关的文献,包括需要开发游戏原型,以及游戏需要专门针对患有癌症的儿童作为目标受众。提取的数据包括年龄范围、治疗和程序计划、时间背景、用户、目的和技术。由此产生的严肃游戏根据其目的进行分组,并分为三个主要类别:动机、教育和分心。这篇综述展示了严肃游戏作为对在医院接受治疗的儿科癌症患者的干预的积极使用。结果表明,这些严肃游戏的设计应该在目标受众的治疗计划内考虑游戏的目的;用于游戏的技术的可访问性和适用性;和游戏过程中的社交联系。结果表明,这些严肃游戏的设计应该在目标受众的治疗计划内考虑游戏的目的;用于游戏的技术的可访问性和适用性;和游戏过程中的社交联系。结果表明,这些严肃游戏的设计应该在目标受众的治疗计划内考虑游戏的目的;用于游戏的技术的可访问性和适用性;和游戏过程中的社交联系。
更新日期:2020-12-01
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