AUTHOR=Dias Sofia Balula , Diniz José Alves , Konstantinidis Evdokimos , Savvidis Theodore , Zilidou Vicky , Bamidis Panagiotis D. , Grammatikopoulou Athina , Dimitropoulos Kosmas , Grammalidis Nikos , Jaeger Hagen , Stadtschnitzer Michael , Silva Hugo , Telo Gonçalo , Ioakeimidis Ioannis , Ntakakis George , Karayiannis Fotis , Huchet Estelle , Hoermann Vera , Filis Konstantinos , Theodoropoulou Elina , Lyberopoulos George , Kyritsis Konstantinos , Papadopoulos Alexandros , Depoulos Anastasios , Trivedi Dhaval , Chaudhuri Ray K. , Klingelhoefer Lisa , Reichmann Heinz , Bostantzopoulou Sevasti , Katsarou Zoe , Iakovakis Dimitrios , Hadjidimitriou Stelios , Charisis Vasileios , Apostolidis George , Hadjileontiadis Leontios J. TITLE=Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease JOURNAL=Frontiers in Psychology VOLUME=11 YEAR=2021 URL=https://www.frontiersin.org/journals/psychology/articles/10.3389/fpsyg.2020.612835 DOI=10.3389/fpsyg.2020.612835 ISSN=1664-1078 ABSTRACT=
Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. The design elements in assistive HCI-SGs for Parkinson’s Disease (PD) patients, in particular, are explored in the present work. Within this context, the Game-Based Learning (GBL) design framework is adopted here and its main game-design parameters are explored for the Exergames, Dietarygames, Emotional games, Handwriting games, and Voice games design, drawn from the PD-related i-PROGNOSIS Personalized Game Suite (PGS) (