TY - JOUR
T1 - Designing Spellcasters from Clinician Perspectives
T2 - A Customizable Gesture-Based Immersive Virtual Reality Game for Stroke Rehabilitation
AU - Duval, Jared
AU - Thakkar, Rutul
AU - Du, Delong
AU - Chin, Kassandra
AU - Luo, Sherry
AU - Elor, Aviv
AU - El-Nasr, Magy Seif
AU - John, Michael
N1 - Publisher Copyright:
© 2022 Copyright held by the owner/author(s).
PY - 2022/8/19
Y1 - 2022/8/19
N2 - Developing games is time-consuming and costly. Overly clinical therapy games run the risk of being boring, which defeats the purpose of using games to motivate healing in the first place [10, 23]. In this work, we adapt and repurpose an existing immersive virtual reality (iVR) game, Spellcasters, originally designed purely for entertainment for use as a stroke rehabilitation game—which is particularly relevant in the wake of COVID-19, where telehealth solutions are increasingly needed [4]. In preparation for participatory design sessions with stroke survivors, we collaborate with 14 medical professionals to ensure Spellcasters is safe and therapeutically valid for clinical adoption. We present our novel VR sandbox implementation that allows medical professionals to customize appropriate gestures and interactions for each patient’s unique needs. Additionally, we share a co-designed companion app prototype based on clinicians’ preferred data reporting mechanisms for telehealth. We discuss insights about adapting and repurposing entertainment games as serious games for health, features that clinicians value, and the potential broader impacts of applications like Spellcasters for stroke management.
AB - Developing games is time-consuming and costly. Overly clinical therapy games run the risk of being boring, which defeats the purpose of using games to motivate healing in the first place [10, 23]. In this work, we adapt and repurpose an existing immersive virtual reality (iVR) game, Spellcasters, originally designed purely for entertainment for use as a stroke rehabilitation game—which is particularly relevant in the wake of COVID-19, where telehealth solutions are increasingly needed [4]. In preparation for participatory design sessions with stroke survivors, we collaborate with 14 medical professionals to ensure Spellcasters is safe and therapeutically valid for clinical adoption. We present our novel VR sandbox implementation that allows medical professionals to customize appropriate gestures and interactions for each patient’s unique needs. Additionally, we share a co-designed companion app prototype based on clinicians’ preferred data reporting mechanisms for telehealth. We discuss insights about adapting and repurposing entertainment games as serious games for health, features that clinicians value, and the potential broader impacts of applications like Spellcasters for stroke management.
KW - digital therapeutics
KW - game design
KW - games for health
KW - immersive virtual reality
KW - serious games
KW - Stroke rehabilitation
KW - therapy
UR - http://www.scopus.com/inward/record.url?scp=85146050983&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85146050983&partnerID=8YFLogxK
U2 - 10.1145/3530820
DO - 10.1145/3530820
M3 - Article
AN - SCOPUS:85146050983
SN - 1936-7228
VL - 15
JO - ACM Transactions on Accessible Computing
JF - ACM Transactions on Accessible Computing
IS - 3
M1 - 26
ER -