Abstract | ||
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This work presents an adaptation of an educational Exergame aimed for cognitive stimulation to mobile platforms, specifically Tablets. The educational Exergame "The Incredible Adventures of Apollo and Rosetta in the Space (As Incriveis Aventuras de Apollo e Rosetta no Espaco)" was developed and applied in an intervention with children in the range from 6 to 10 years old in the school context, presented in previous work. This paper proposes a combination of end user-centric techniques for adapting an Exergame aimed for Executive Functions stimulation into mobile platforms. The methodology uses three distinct techniques in the process of the game adaptation: (1) evolutionary model of software development aimed for games; (2) non-participant observation on game applications with voluntary subjects; and (3) semi-structured interview with the subjects. This methodology allows the project's development team to constantly evaluate the game through prototypes and user tests with voluntary subjects, guaranteeing a continuous process of improvement and polishment of the game. As the results indicate, this end-user centric development enables an effective portability process of the game between different platforms. |
Year | DOI | Venue |
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2018 | 10.1007/978-3-319-95522-3_24 | Communications in Computer and Information Science |
Keywords | DocType | Volume |
Exergame,Mobile game,Game adaptation,Executive functions,Inhibitory control | Conference | 870 |
ISSN | Citations | PageRank |
1865-0929 | 0 | 0.34 |
References | Authors | |
0 | 5 |
Name | Order | Citations | PageRank |
---|---|---|---|
Débora N. F. Barbosa | 1 | 1 | 1.98 |
Jorge Luis Victória Barbosa | 2 | 73 | 29.37 |
João Batista Mossmann | 3 | 0 | 0.34 |
Bernardo Benites de Cerqueira | 4 | 0 | 0.34 |
Lucas Schneider Postai | 5 | 0 | 0.34 |