Riley Elliott - Illumin - University of Southern California

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
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