Collaborative Gaming to Enhance Patient Performance During Virtual Therapy
We present a collaborative training game, based on a novel task where the participants are virtually but dynamically coupled and require collective actions for successful task completion. This can be considered a new type of interpersonal interaction which both increases player motivation during training (compared to single-player participation) and also intrinsically balances the skill levels of the two partners without the need for an additional procedure. This is achieved by a temporary averaging, during collaboration, of the individual performance’s which leads to a more balanced playing field and challenge point being set for both partners.
KeywordsFunctional Movement Strong Player Measure Grip Strength Engaging Game Weak Player
This work was supported in part by an Imperial Confidence in Concepts (ICiC) award, and the EU H2020 ICT-644727 COGIMON project.
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