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Carnival Play: eHealth Solution to Evaluate, Rehabilitate, and Monitor Dexterity and Manual Strength

Carnival Play: eHealth Solution to Evaluate, Rehabilitate, and Monitor Dexterity and Manual Strength
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Author(s): Bruno Giesteira (University of Porto, Portugal), Joana Silva (University of Porto, Portugal), Teresa Sarmento (University of Porto, Portugal), Paulo Abreu (LAETA-INEGI, Faculdade de Engenharia, Universidade do Porto, Portugal)and Maria Teresa Restivo (University of Porto, Faculty of Engineering)
Copyright: 2021
Pages: 37
Source title: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Source Author(s)/Editor(s): Ricardo Alexandre Peixoto de Queirós (uniMAD, Escola Superior de Media Artes e Design, Portugal)and António José Marques (LabRP, School of Health, Polytechnic of Porto, Portugal)
DOI: 10.4018/978-1-7998-7472-0.ch012

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Abstract

Developed within the scope of a SciTech research project, this chapter records in a procedural way the design centred on senior users for a set of three serious games for the eHealth field, designated by the authors as “Carnival.” The chapter, having as its leitmotif the project aforementioned, looking at its motivation, breaks down the systems augmented feedback interfaces—BodyGrip and SHaRe—to evaluate, rehabilitate, and monitor dexterity and manual strength. Topics related to empathy and well-being in the user experience design process, namely guidelines for empathy in different project phases, participatory design, inclusiveness, and amusement are identified. Withal listed the development phases of three games dynamics inherent to the “Carnival” set —“High Striker,” “Claw Machine,” “HotDog Sauce”—punctuating with the discussion and contributions to the e-health area describing its potential for Evaluate, rehabilitate, and monitor dexterity and manual strength.

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