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Serious Games Conference | SGC Session 2-A-2

SGC Session 2-A-2

Jillian Boon
Senior Educational Psychologist
REACH North (Response Early intervention and Assessment in Community Mental Health)
Department of Child and Adolescent Psychiatry
Institute of Mental Health, Singapore

Regnatales: Increasing Access, Reducing Anger

Technology has created novel and exciting alternative approaches to traditional heathcare delivery models. “Serious games”, a classification of video games with objectives other than entertainment such as learning and performing desirable behaviors and skills have been increasingly explored. Recent studies have shown some of the benefits of serious games and their abilities for building positive therapeutic relationships. Essentially, game technology holds potential promise in delivering skills and knowledge to children using interactive features, simulations, and immersive environments. The department of child and adolescent psychiatry in Singapore has created a prototype for delivery of mental health interventions through a mobile application – “Regnatales”. The main objective of Regnatales is to encourage the player to learn and execute social responsibility through the creation of fun and engaging environments in picking up skills related to anger management and social communication. Through the use of role-playing game (RPG) environments the player is encouraged to learn skills in identification of emotions and feelings, perspective taking, coping skills, empathy, pro-social skills and problem solving. Preliminary playability tests of the web-based version of Regnatales has shown that children enjoyed playing the game and learned skills. The team is proud to present the prototypes of skills embedded in the application and are testing the playability amongst children.

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Jerome Christian Ng Zhilong
KK Women’s and Children’s Hospital, Singapore

Serious Games vs Gamification: For Physical Rehabilitation and Fitness

Before the Nintendo Wii emerged as a possible tool to aid physical rehabilitation, commercial companies were already creating serious games for such a purpose. Part of this presentation will look at how companies of the present have tried their hand at creating serious games in this domain, and some common factors they share to avoid being trivialised. The other part of this presentation will try to uncover how gamification (i.e. using game elements in non-game contexts) will play an important role in the future of physical rehabilitation. Gamification is a strategy that has the potential to improve the habits and compliance of clients receiving physical rehabilitation, and can be applied in many areas – to improve the health of employees in organisations, for healthy habit change, in marketing, and to patients. Serious games and gamification are both tools we can use to better the health of people. Both should not be taken lightly as we have approached the era of technology that makes it possible for implementations of these tools to be successful.

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Nagaendran Kandiah
Consultant Neurologist
National Neuroscience Institute, Singapore

3D Interactive Digital Media for Cognitive Evaluation and Rehabilitation

Cognitive impairment is prevalent in an ageing population. It is vital that the healthcare system is prepared to efficiently and accurately diagnose patients with cognitive impairments. In Singapore, the clinical diagnosis of dementia is typically facilitated by traditional pen-and-paper neuropsychological assessment which are usually time-consuming and impractical. Besides, they are often western-oriented which may decrease their relevance and sensibility to our elderly.

A locally-developed computerised software can be tailored specifically to the cultural, social and language needs of the Singapore population. Furthermore, administration of assessment by different personnel raises the issue of inter-rater variability. Evaluation done through a single computer program would potentially produce more reliable and robust results. The creation of a program that has tasks related to daily life allows for a more realistic testing environment for elderly Singaporean patients. This would increase the ecological validity of the program, and provide a more interesting and unique assessment experience.

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