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Smartphone-based Biofeedback Games for Shielding of Immune System against COVID-19: The CovidShield Game Suite design approach

Published: 09 June 2021 Publication History

Abstract

Game-based biofeedback applications on smartphone devices can be played anywhere, giving users, at the same time, a tangible and real-time external measure of their behavior/response. The CovidShield Game Suite (CGS) design process approach presented here, as part of the CovidShield project, introduces a holistic interactive approach to shield the human immune system against COVID-19, by targeting optimal control of all the relevant factors, i.e., physical and mental, in an unobtrusive, gamified and user friendly, low-cost way, allowing for personalization and adaptation to each user's physiological and mental profile. From the methodological point of view, to facilitate the visualization of the constructed breathing game-scenarios, the storyboarding technique was adopted. Overall, the realization of the CGS sets the basis for establishing a holistic framework that could improve and/or change the quality of life of the user/player by following the learning process of breathing patterns that the CGS can offer.

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Cited By

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  • (2024)Developing Exergames for Psoriatic Arthritis using Agile Storyboarding and Game Design ProcessesProceedings of the 17th International Conference on PErvasive Technologies Related to Assistive Environments10.1145/3652037.3663939(569-575)Online publication date: 26-Jun-2024
  • (2024)“The Kite” Breathing Serious Game: Agile Co-Design for Psoriatic Arthritis2024 IEEE 22nd Mediterranean Electrotechnical Conference (MELECON)10.1109/MELECON56669.2024.10608739(1036-1041)Online publication date: 25-Jun-2024
  • (2022)2D-ME: A conceptual framework for explaining self-first and self-third person views of prototyping dynamics in serious games design (Preprint)JMIR Serious Games10.2196/41824Online publication date: 10-Aug-2022

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Published In

cover image ACM Other conferences
DSAI '20: Proceedings of the 9th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion
December 2020
245 pages
ISBN:9781450389372
DOI:10.1145/3439231
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 09 June 2021

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Author Tags

  1. Biofeedback Games
  2. COVID-19 pandemic
  3. CovidShield Game Suite
  4. Game design
  5. Immune System
  6. Smartphone

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  • Research-article
  • Research
  • Refereed limited

Funding Sources

  • Khalifa University of Science and Technology

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DSAI 2020

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Overall Acceptance Rate 17 of 23 submissions, 74%

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Cited By

View all
  • (2024)Developing Exergames for Psoriatic Arthritis using Agile Storyboarding and Game Design ProcessesProceedings of the 17th International Conference on PErvasive Technologies Related to Assistive Environments10.1145/3652037.3663939(569-575)Online publication date: 26-Jun-2024
  • (2024)“The Kite” Breathing Serious Game: Agile Co-Design for Psoriatic Arthritis2024 IEEE 22nd Mediterranean Electrotechnical Conference (MELECON)10.1109/MELECON56669.2024.10608739(1036-1041)Online publication date: 25-Jun-2024
  • (2022)2D-ME: A conceptual framework for explaining self-first and self-third person views of prototyping dynamics in serious games design (Preprint)JMIR Serious Games10.2196/41824Online publication date: 10-Aug-2022

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