Playification: The PhySeEar case
2016 (English)In: CHI PLAY 2016: PROCEEDINGS OF THE 2016 ANNUAL SYMPOSIUM ON COMPUTER-HUMAN INTERACTION IN PLAY, Association for Computing Machinery, Inc , 2016, 376-388 p.Conference paper (Refereed)
The concept of playification has recently been proposed as an extension of, or alternative to, gamification. We present a playification design project targeting the re-design of physiotherapy rehabilitative sessions for elderly inpatients. The menial and repetitive nature of the physical exercises targeted for design might seem ideal for shallow widespread gamification approaches that add external rewards to entice usage. In the PhySeEar project, we introduced a "third agent" instead, in the form of technology that would take over some of the work typically carried out by the physiotherapist. This technological intervention triggered the emergence of playfulness, when inpatients and the therapist re-signified the ongoing activity by engaging in playful role-taking, such as blaming the technology for mistakes, or for sensitivity to the inpatient's inaccurate movements. Based on the experiences from this project, we discuss some of the major differences between playification and gamification.
Place, publisher, year, edition, pages
Association for Computing Machinery, Inc , 2016. 376-388 p.
Gamification, Playification, Physiotherapy, Physical training, Rehabilitative therapy, NAO, Robot, Technology-supported design
Electrical Engineering, Electronic Engineering, Information Engineering
IdentifiersURN: urn:nbn:se:kth:diva-197817DOI: 10.1145/2967934.2968099ISI: 000387871100037ISBN: 978-1-4503-4456-2OAI: oai:DiVA.org:kth-197817DiVA: diva2:1060038
3rd ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), OCT 16-19, 2016, Austin, TX
QC 201612272016-12-272016-12-082016-12-27Bibliographically approved