News

EU project developing video game platform for healthcare

9 March 2009


The EU-funded PlayMancer project is using existing 3D video gaming engines to develop innovative ways of interaction between the player and the game world. The project is focusing on supporting the development 'universally accessible games' so that players of all abilities can use the games, especially for physical rehabilitation.

The project is aiming to shorten the game production chain and make it more cost effective based on generative modelling, and thus reduce the cost of offering a full-fledged pre-designed gaming world.

The project is developing a series games modules in two application domains: physical rehabilitation, and therapeutic support and lifestyle management programs for behavioural and addictive disorders.

The team behind the project come from a range of backgrounds in academia and industry in Austria, Greece, Italy, Spain and Switzerland.

“We want to build actual games, serious games, around serious health-related problems like bulimia and chronic pain,” PlayMancer’s project manager Elias Kalapanidas said. “Using gaming in this way is really breaking new ground.”

Early technical prototypes developed alongside initial work by PlayMancer partners at the Technical University of Vienna were put through their paces by hundreds of visitors at the latest edition of the annual Vienna Science Fair.

“We attended this very high-profile fair in Austria because we know the success of our final games and development tools will rest to a large extent on how well we can get the message out about them,” said Kalapanidas of Systema Technologies in Greece.

The project has released a YouTube video of the demos in action. The short film shows a cross-section of the community trying to manipulate virtual objects in a 3-D variation of the old-school Pong game.

“It’s not just about developing the most fun and interactive games, or targeting particular groups,” adds Kalapanidas. “We want to seriously improve the accessibility of games, making them playable by all kinds of people, including the disabled.”

For example, people suffering from chronic pain could be playing games designed to ease their symptoms while their therapist monitors progress online. The therapist could interrupt the game any time to adjust the settings, or if there is an imminent health risk to the player.

“Health is embedded in our methodology and available from the game engine itself not as a service developed afterwards or some mash-up application added to attract the health market,” stresses Kalapanidas.

The market PlayMancer is aiming to enter when it ends late next year is underdeveloped. It falls under the umbrella of serious games, which though they are maturing, especially in business and training applications, are still by no means an easy market to break in to.

“Our games are aimed at specific health problems initially, which could make the market even harder to develop, but all the studies and analyses point to strong potential. So, it’s only a matter of time with the way computers and gaming are evolving,” concludes Kalapanidas.

PlayMancer is funded under the ICT strand of the Seventh Framework Programme for Research.

More information

The PlayMancer project website: www.playmancer.com

Source: ICT Results: http://cordis.europa.eu/ictresults

 

 
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