An Analysis on Serious Games and Stakeholders' Needs for Vocal Training Game Development

被引:1
|
作者
Yang, Xiaopeng [1 ]
Sadika, Edwina Dwi [2 ]
Pratama, Gradiyan Budi [3 ]
Choi, Younggeun [2 ]
Kim, Yu-Kyung [4 ]
Lee, Ji-Yun [5 ]
Jo, Yunju [7 ,8 ]
Kim, Giwook [8 ,9 ]
Lee, Jin-Kook [9 ]
Yu, Min-Jung [6 ]
Ko, Myoung-Hwan [7 ,8 ,9 ]
You, Heecheon [2 ]
机构
[1] Jiangnan Univ, Sch Digital Media, Wuxi, Jiangsu, Peoples R China
[2] Pohang Univ Sci & Technol, Dept Ind & Mangement Engn, 77 Cheongarm Ro, Pohang 37673, South Korea
[3] Bandung Inst Technol, Dept Ind Engn, Bandung, Indonesia
[4] Suncheon Jeil Coll, Dept Speech Language Pathol, Sunchon, South Korea
[5] Jeju Int Univ, Dept Speed Language Therapy, Jeju, South Korea
[6] Commercializat Promot Agcy R&D Outcomes, Seoul, South Korea
[7] Chonbuk Natl Univ, Grad Program Speech Language Therapy, Jeonju, South Korea
[8] Chonbuk Natl Univ, Biomed Res Inst, Chonbuk Natl Univ Hosp, Res Inst Clin Med, Jeonju, South Korea
[9] Chonbuk Natl Univ, Med Sch, Dept Physcial Med & Rehabil, 20 Geonji Ro, Jeonju 54907, South Korea
来源
基金
新加坡国家研究基金会;
关键词
Serious game; Voice therapy; Vocal training game; User experience; VOICE DISORDERS; PREVALENCE; POPULATION; DYSPHONIA;
D O I
10.12963/csd.18531
中图分类号
R36 [病理学]; R76 [耳鼻咽喉科学];
学科分类号
100104 ; 100213 ;
摘要
Objectives:The present study intended to identify the needs and development directions of a serious vocal training game for better motivation and commitment of patients with voice disorder to voice therapy. Methods: A literature review, a survey of stakeholders' needs, and a benchmarking analysis of three vocal training games (Visi Pitch, Dr. Speech, and Vox System) was conducted. Results: From the literature review, thirteen game user experience scales (usability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity, visual aesthetics, accuracy, customization, game analytics, and therapy continuity) were identified for vocal training games and then applied to evaluation of the existing games. From the user experience scales, features not commonly implemented in the existing games include creative freedom (average satisfaction score, 2.5 to 4.3 out of 7), social connectivity (2.4 to 4.4), therapy continuity (1.7 to 4.7), and customization (2.5 to 5.0). Conclusion: The user experience scales would be of use to assess vocal training games, and new serious games need to be developed to complement the existing games in terms of the four scales found relatively lacking.
引用
收藏
页码:800 / 813
页数:14
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