Rehabilitation can be defined as a process devised in response to unplanned life changes imposed by diseases or traumatic accidents. Cognitive rehabilitation is a form of therapy, focused on restoring functions that remain partially intact, applied to people with some form of cognitive impairment such as memory loss. The problem of traditional approaches is the lack of motivation and lack of interest of patients to perform repetitive tasks. This is where the concept of serious games can be of benefit, whose main objective is not only entertainment. The main objective of this research was the study, and inclusion of a set of features that allow innovate in order to address the cognitive therapy processes, making them more motivating to patients. This goal was materialized through the development and testing of a number of serious games based on existing and appropriate validated games, which contain a number of innovative features designed to promote motivation in patients. Among these features stand out the multimodal interaction interface, based on a natural approach (NUI), in this sense, one of the games developed was adapted to be controlled by voice commands. A social perspective, supported by the concepts of collaboration and competition was introduced. Thus, the developed multiplayer games were based not only on competition between users but also in a perspective of team play. The competitive perspecdtive has been further enhanced with the introduction of a handicap concept, which aims to ensure the balance between users. These games have been tested in a population of 58 people and took place in two parts: online and in person. In general, the subjects reported a positive gaming experience for all the games, although higher values have been recorded in the multiplayer aspect. Social characteristics seem to contribute to a good gaming experience, especially the competition aspect. The data also indicate that is the collaboration that fosters more contact and interaction between users. Regarding the interaction modalities is possible to observe a tendency to choose the mouse over the voice. Also in relation to the interaction interface, it is noted that the results for the voice interaction experience are best when users receive specific follow-up, explaining how to use the technology. In the future it is expected to broaden testing to a population of subjects with various kinds of limitations, and involved in cognitive therapy process.
Djaouti, D., Alvarez, J., Jessel, J. P., & Rampnoux, O. (2011). Origins of serious games. Serious games and edutainment applications, pp. 25-43.