10.3389/conf.fnhum.2016.220.00023
https://zenodo.org/records/399216
oai:zenodo.org:399216
Sofia B.Dias
Sofia B.Dias
Faculdade de Motricidade HumanaUniversidade de LisboaLisbonPortugal
Jose .A Diniz.
Jose .A Diniz.
Faculdade de Motricidade HumanaUniversidade de LisboaLisbonPortugal
Stelios K. Hadjidimitriou
Stelios K. Hadjidimitriou
Department of Electrical and Computer EngineeringAristotle University of ThessalonikiThessalonikiGreece
Vasileios Charisis
Vasileios Charisis
Department of Electrical and Computer EngineeringAristotle University of ThessalonikiThessalonikiGreece
Evdokimos Konstantinidis
Evdokimos Konstantinidis
Department of Electrical and Computer EngineeringAristotle University of ThessalonikiThessalonikiGreece
Panagiotis Bamidis
Panagiotis Bamidis
Department of Electrical and Computer EngineeringAristotle University of ThessalonikiThessalonikiGreece
Leontios J. Hadjileontiadis
Leontios J. Hadjileontiadis
Department of Electrical and Computer EngineeringAristotle University of ThessalonikiThessalonikiGreece
Personalized game suite: a unified platform to sustain and improve the quality of life of Parkinson's disease patients.
Zenodo
2016
ExerGames
DietaryGames
EmoGames
Hand writing/Voice (H/V) Games
Parkinson's Disease
2016-10-06
https://zenodo.org/communities/eu
Creative Commons Attribution 4.0 International
The use of apps/games in healthcare interventions is gaining popularity, but there is still a gap
in the understanding on how these types of interventions are used for the management of
Parkinson disease (PD). In fact, gamification in healthcare (mHealth) can help people initiate
healthier activities in various areas, such as losing weight, sleeping more, making healthier food
choices, improving fitness, and monitoring health metrics. In this vein, there are six key elements
that can help to understanding the concept of gamification, namely: i) perception of play; ii)
clear rules; iii) concrete objectives and intermediate goals; iv) group dynamics; v) motivation
with rewards; and vi) continuing the challenge (Marcus, 2013).
Motivated by the above perspectives, and targeting intelligent early detection and intervention
in PD area, we intend to explore here the Personalized Game Suite (PGS) approach, as part of
the H2020 i-Prognosis project (www.i-prognosis.eu), that introduces for the first time the
integration of different serious game (i.e., ExerGames, DietaryGames, EmoGames and Hand
writing/Voice (H/V) Games) in a unified platform.
The use of apps/games in healthcare interventions is gaining popularity, but there is still a gap
in the understanding on how these types of interventions are used for the management of
Parkinson disease (PD). In fact, gamification in healthcare (mHealth) can help people initiate
healthier activities in various areas, such as losing weight, sleeping more, making healthier food
choices, improving fitness, and monitoring health metrics. In this vein, there are six key elements
that can help to understanding the concept of gamification, namely: i) perception of play; ii)
clear rules; iii) concrete objectives and intermediate goals; iv) group dynamics; v) motivation
with rewards; and vi) continuing the challenge (Marcus, 2013).
Motivated by the above perspectives, and targeting intelligent early detection and intervention
in PD area, we intend to explore here the Personalized Game Suite (PGS) approach, as part of
the H2020 i-Prognosis project (www.i-prognosis.eu), that introduces for the first time the
integration of different serious game (i.e., ExerGames, DietaryGames, EmoGames and Hand
writing/Voice (H/V) Games) in a unified platform.
European Commission
10.13039/501100000780
690494
Intelligent Parkinson eaRly detectiOn Guiding NOvel Supportive InterventionS