Riley Elliott WRIT 340 ILLUMIN ARTICLE 3 May 2013 Sensing a Change Introduction: From the arcade games to in-home consoles, video games have been providing players of all ages seemingly endless entertainment for decades. Although the technology utilized in video games has shown vast improvement over the years, current technology trends in gaming have proven to be useful for more than just the average gaming fix. Rapid advancement in computing speed and efficiency has enabled today’s gaming platforms to employ powerful new technologies and software that are changing the landscape of computer gaming. The multi-billion dollar gaming industry that grew up purely as a form of recreation has now gained a solid foothold as an important tool in the growing fields of health care and education. Professionals within various fields of therapy including occupational, physical, recreational, and mental health, are striving to incorporate these cutting edge technologies into their treatment plans. Meanwhile, educators working with a growing population of children with autism spectrum disorders see exciting progress in students social and learning abilities through the use of technologies adapted from computer gaming. The tremendous potential of these new areas have researchers and the gaming industry clamoring to develop new and innovative hardware and software to fill this growing demand. Since the first Nintendo Wii video games hit the market in 2006, these new interactive games have been receiving praise for their ability to get people up and moving, increase physical activity in both children and adults. This has been especially significant in the ongoing discussion about how to best handle societal health issues, such as obesity, especially in young children. Following their release, the Wii and other similar gaming systems, such as the Xbox Kinect, have also caught the attention of professionals in a variety of disciplines. Therapists began incorporating these games into their current treatment plans and have since found many aspects of the video games to be beneficial in the management of a variety of conditions. Using interactive video games as a form of therapy can assist in the improvement of a range of functions including, but not limited to, motor coordination, balance, cognitive function and decision-making, self-confidence, motivation, stress levels, body and face recognition, spatial awareness, social skills and emotional regulation. Technological Advancements: Both the Nintendo Wii and the Xbox Kinect use technology that has been around for a while, but up until recently, has not been made vastly available to the general public. The Wii uses wireless controllers in most of its games, which measure three-dimensional movement of the player using what is called a three-axis MEMS sensor or a microelectromechanical-system accelerometer. MEMS sensors have been utilized in various contexts. For instance, MEMS technology has been used by the automobile industry in creating safety airbag systems. For a more comprehensive look at how these MEMS sensors work, please reference the following article from the University of Ljubljana, Department of Physics, entitled MEMS ACCELEROMETERS [1]. The Xbox Kinect gaming system works in a slightly different way to measure body movement. The Kinect senses body movement without the use of any controller at all. This optical system works using two devices: a laser projector and a camera. The projector uses laser sensors to scan the field of play, while the camera can recreate the player’s body form and measure movement by detecting which objects are closest [2]. This type of technology allows the players to participate in games without using hand controllers. Both game systems, however, give feedback to the participant about where their body is in space, as well as the force and speed of their movements. The Wii balance board also introduced another aspect of movement into gaming, that is, balance. The Wii balance board measures the weight of the player at the four corners of the board, allowing the game to give the player feedback about how well balanced they are [3]. This type of feedback permits the players to actually see when they are not balanced, allowing them to shift their weight in response to the feedback given by the game. Applications in Healthcare and Education: Interest in the therapeutic potential of video games has lead to diverse studies in a variety of clinical settings. A recent study, from the Hertie Institute for Clinical Brain Research, tested the use of body recognition technology in treating children with ataxia, a disorder that entails a lack of coordination of muscle movements due to some neurological deficit. In this study, children with degenerative ataxia were given treatments using the Xbox Kinect game system both in the laboratory setting as well as the home setting. The treatments in this study aimed to improve coordination and balance. After only two weeks of therapy, the children in this study “[demonstrated] a significant reduction of various ataxia symptoms” [4]. The authors also note in this article that the “children were highly motivated throughout the whole demanding training period, and they experienced feelings of success about their own movements” [4]. Therapeutic use of video games in this study provided both physical as well as mental rehabilitation and treatment through positive feedback mechanisms. In another study, interviews were conducted with six physiotherapists, all of whom were providing video game therapy to children with acquired brain injuries. The therapists in this study reported similar findings to the previous study, adding that, “Using the Wii enhances children’s motivation to participate in therapy and to practice movements that they would otherwise be reluctant to try” [5]. Game therapy is also creating new opportunities in the field of mental health, as well as special needs education programs. With a recent rise in the incidence of autistic spectrum disorder diagnosis, extensive research has been conducted in order to better understand the best methods for treating these individuals. A 2009 article, discussing the use of interactive games for improving the social-emotional development of individuals diagnosed with autistic spectrum disorders, proposes that video game intervention would be beneficial for use in treatment [6]. This increased diagnosis of children with autistic spectrum disorders has created a special predicament for education programs at many public schools. Children with autism struggle to recognize the emotions of their parents or peers, and have difficulty appropriately expressing their own emotions; making simple social interactions particularly troublesome. With the implementation of computer-based interactive video games, educators now have a new tool to combat this issue, and hopefully assist children struggling with social competency. As mentioned earlier, one of the biggest challenges is getting individuals interested in engaging in therapeutic activities. This can be especially true for autistic spectrum children, who may have anxiety when approaching social interaction. Implementing games into existing therapy plans, children are more motivated to engage in their treatment, and therefore, more substantial results can be observed. An excellent example of this application is a computer program called Face Save, which uses avatar characters to help children recognize facial expressions and their meanings. Maria Hopkins, a PhD and professor of psychology at UAB, states that after using this game, “children improved both at home and on the playground in their interactions with peers and parents” [7]. Additionally, Therapists are now using virtual reality video games to treat individuals with PTSD, or Post-Traumatic Stress Disorder. Previous to implementing this technology into treatment models, the main form of treatment for PTSD would be some form of exposure therapy. In exposure therapy, patients are systematically and gradually exposed to the situations that produce severe anxiety. The essential goal of this treatment is to desensitize the patient to the feared situation or incident. After successful treatment, the patient should be able to face their feared situation while experiencing little to no anxiety [8]. However, events that trigger PTSD are often so painful and anxiety inducing, it may be difficult to even begin treatment. By using new immersive game technology, therapists can take the treatment of PTSD to the next level. In such virtual reality games, individuals wear goggles that have visual panels on each side, creating a panoramic view for the player. Motion sensitive technology allows the field of view to change in response to the individual turning or moving his or her head [9]. Therapists can transport their patients directly into the very situations that make them uncomfortable and anxious, right in the comfort of the therapy office. These techniques offer a secure space for patients to become intensely immersed in their feared situations, with the full knowledge that they are not in a threatening situation. By simulating real-life experiences using virtual reality mechanisms, therapists are able to teach patients to cope with traumatic experiences in a safe environment, thus reducing the negative effects related to PTSD. Societal Impact: Present and Future: Healthcare is more important than ever before. Globally we are experiencing higher rates of many chronic illnesses, and measures should be taken to ensure a bright and promising future for healthcare. New technologies are constantly being created, however, just because the technology exists, does not guarantee it will be used to its full potential. Individuals are the ones who have the expertise and experience to be able to take existing technology, and apply it to the world around them, to better benefit society. Dr. Albert Rizzo, of the University of Southern California Institute for Creative Technologies, commented on the use of video game technology stating, “The technology doesn't fix anybody, it's the therapist and the therapeutic process of exposure therapy that works the magic” [9]. As Dr. Rizzo points out, it is not necessarily the technology behind video games that is impacting success rates in therapeutic settings, but rather the therapists themselves who are now utilizing this technology in an innovative way to produce results. As we anticipate the future, we should consistently strive to improve the methods and procedures by which we currently live our lives; this includes improving our own health. Seeking new, better, and more applicable technology to build upon our current understanding is essential to guarantee a strong future for generations to come. Video games, although not originally intended for therapeutic use, have proven to be promising modes of intervention for both physical and mental ailments in both the young and the old. In response to this knowledge, there is an increased demand for new games that more specifically meet the needs of patients in therapy. As these gaming systems become mainstream tools in healthcare and education, creative professionals and engineers in other fields will no doubt continue to find exciting ways to harness these technologies. Working alongside therapists and educators, engineers will have the opportunity to produce games utilizing strong, evidence-based research and relevant findings to support game design and functionality. Utilizing video games within the context of therapy and education has already begun to positively influence our state of well-being. By creating new technology, we are investing in the future of interactive therapeutic techniques, aimed to improve various aspects of our physical and mental health. WORKS CITED [1] M. Andrejašic. (2008). MEMS ACCELEROMETERS. [Online]. Available: http://mafija.fmf.uni-lj.si/seminar/files/2007_2008/MEMS_accelerometers-koncna.pdf [2] A. Bunker. (2011, Sep). Exclusive: How does Microsoft Xbox Kinect work?. [Online Article]. Available: http://www.t3.com/features/exclusive-how-does-microsoft-xboxkinect-work [3] J. Jacquot. How the Wii Balance Board Works. [Online Article]. Available: http://electronics.howstuffworks.com/wii-balance-board.htm [4] I. Winfried. (2012, Nov). “Video game-based coordinative training improves ataxia in children with degenerative ataxia.” Neurology. [Online Journal]. 79(20), pp. 2056-2060. Available DOI: 10.1212/WNL.0b013e3182749e67 [5] D. Levac, P. Miller, C. Missiuna. (2012, May) “Usual and virtual reality video game-based physiotherapy for children and youth with acquired brain injuries”. Physical & occupational therapy in pediatrics. 32(2), pp. 180-195. Available DOI: 10.3109/01942638.2011.616266 [6] M. Khandaker. (2009). “Designing affective video games to support the social-emotional development of teenagers with autism spectrum disorders”. Annual Review of Cybertherapy and Telemedicine. [Online Journal]. 7, pp. 37-39. Available: http://www.arctt.info/ [7] (2011). Computer Game Helps Kids with Autism [Online Video]. Available: http://www.youtube.com/watch?v=UX-_ri7QBzo&NR=1&feature=endscreen [8] T, Matthew. (2012, Feb). Exposure Therapy for PTSD [Online Article]. Available: http://ptsd.about.com/od/treatment/a/ExposureTxPTSD.htm [9] R. McIlvaine. (2011, Apr). “Virtual-reality games helping with PTSD”. Soldiers Magazine. [serial online]. 66.4, pp. 24. Available: http://go.galegroup.com.libproxy.usc.edu/ps/i.do?id=GALE%7CA253627538&v=2.1&u=u socal_main&it=r&p=AONE&sw=w
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