While reconciling a creative game design process with a complex software engineering process is already a daunting task, serious games add another ingredient to an already volatile mixture: the challenge of crafting an effective learning experience. In order to achieve this strenuous objective, Group T's e-Media Lab and the Centre for User Experience Research, K.U.Leuven, have developed a player-centered, iterative, interdisciplinary and integrated (P-III) framework. This framework has been developed over the course of five years of research on the design and development of serious games. Hence, P-III is built bottom-up, molded and shaped, tested and refined through several research projects [1,9,17,18,19,20,21,22,23]. While P-III also prescribes a specific process, in this paper we limit ourselves to highlighting the four pillars of the P-III framework, and their theoretical underpinnings.
With the advent of computer games involving the movement of the player's whole body or body parts, an opportunity arises to develop games for people with motor disabilities. In this paper we present four minigames developed for people suffering from spasticity and loss of motor control. We thereby focus on the input devices, sensor signal processing and mapping of players' actions on events in the game. In order to adapt the game to the player's motor skills and goals, specific attention should be paid to calibration procedures and adjustable parameters. We illustrate how this can be done and simultaneously, we demonstrate the feasibility for the development of digital games for physical therapy with currently available commercial input devices.
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