Playification: The PhyseEar case
2016 (English)Manuscript (preprint) (Other academic)
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 physiotherapist rehabilitative therapy 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 our project, we introduced a “third agent” instead, a NAO robot 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 robot 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
Gamification, Playification, Physiotherapy, Physical training, Rehabilitative therapy, NAO, Robot, Technology-supported design
Research subject Human-Computer Interaction
IdentifiersURN: urn:nbn:se:uu:diva-284599OAI: oai:DiVA.org:uu-284599DiVA: diva2:920692
Annual Symposium on Computer-Human Interaction in Play