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PigScape: An embodied video game for cognitive peer-training of impulse and behavior control in children with ADHD

Published: 22 October 2022 Publication History

Abstract

This paper describes a therapeutic full-body controlled video game for children with attention deficit / hyperactivity disorder (ADHD). The game supports a co-located gameplay with a depth-sensing camera and a large media screen. Children play the game in pairs for improved impulse and behavior control, self-monitoring, peer-communication, and emotion regulation. The gaming was implemented as a part of a neuropsychological group intervention for children with confirmed deficits in attention or diagnosed ADHD. We present a final design of the game and associated gaming routines, explain anticipated health benefits of the gaming, outline how the gaming can be used for research and therapeutic purposes, and provide directions for future research.

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Cited By

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  • (2024)LightSword: A Customized Virtual Reality Exergame for Long-Term Cognitive Inhibition Training in Older AdultsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642187(1-17)Online publication date: 11-May-2024
  • (2024)MindMeld Cyclers: Exploring New Collaborative Motion Modes Using Virtual Co-embodiment in a Serious Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645590(1-8)Online publication date: 5-Aug-2024
  • (2023)Exploring Mid-air Gestural Interfaces for Children with ADHDProceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3623264.3624449(1-10)Online publication date: 15-Nov-2023
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cover image ACM Conferences
ASSETS '22: Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility
October 2022
902 pages
ISBN:9781450392587
DOI:10.1145/3517428
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Published: 22 October 2022

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ASSETS '22 Paper Acceptance Rate 35 of 132 submissions, 27%;
Overall Acceptance Rate 436 of 1,556 submissions, 28%

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Cited By

View all
  • (2024)LightSword: A Customized Virtual Reality Exergame for Long-Term Cognitive Inhibition Training in Older AdultsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642187(1-17)Online publication date: 11-May-2024
  • (2024)MindMeld Cyclers: Exploring New Collaborative Motion Modes Using Virtual Co-embodiment in a Serious Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645590(1-8)Online publication date: 5-Aug-2024
  • (2023)Exploring Mid-air Gestural Interfaces for Children with ADHDProceedings of the 16th ACM SIGGRAPH Conference on Motion, Interaction and Games10.1145/3623264.3624449(1-10)Online publication date: 15-Nov-2023
  • (2023)Embodied technologies for stress management in children: A systematic review2023 32nd IEEE International Conference on Robot and Human Interactive Communication (RO-MAN)10.1109/RO-MAN57019.2023.10309473(1420-1427)Online publication date: 28-Aug-2023
  • (2023)Kinect-Enabled Electronic Game for Developing Cognitive and Gross Motor Skills in 4-5-Year-Old ChildrenCSEI: International Conference on Computer Science, Electronics and Industrial Engineering (CSEI)10.1007/978-3-031-30592-4_11(138-149)Online publication date: 1-May-2023

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