Including is Necessary: Analysis of Adaptation Requirements for the Redesign of a Memory Game
Abstract
The Cuca Fresca memory game was developed for healthcare professionals to personalize care for children with physical and cognitive disabilities. This paper presents an analysis of the results from this game redesign activities, in which the Socially Aware Design artifacts were used in two workshops to create a new version of the game, which would be adaptable and usable as an educational tool in brazilian schools. In this analysis, we discuss whether the adaptation requirements produced in the workshops meet the needs of stakeholders so that a wide diversity of players can play the new version of the game.
Keywords:
Adaptation, Game, Redesign, Sociotechnical, Socially Aware Design
References
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SBC (2006) Grandes Desafios da Pesquisa em Computação no Brasil – 2006–2016. Relatório sobre o Seminário realizado em 8 e 9 de maio de 2006. Disponível em: [link] [Acessado em 29-Setembro-2024].
Bannon, L. (2011) Reimagining HCI: toward a more human-centered perspective. interactions, v. 18, n. 4, p. 50-57.
Baranauskas, M. C. C., Pereira, R., and Bonacin, R. (2024). Socially aware systems design: A perspective towards technology-society coupling. AIS Transactions on Human-Computer Interaction, 16(1), 80-109. DOI: 10.17705/1thci.00201.
Carvalho, C., Teran, L., and Mota, M. (2022). A set of customizable features for adaptable games. Journal on Interactive Systems, 13(1), 139–153. DOI: 10.5753/jis.2022.2428.
Carvalho, C., Teran, L., Mota, M., and Pereira, R. (2024). Technologies to support adaptable game design: A systematic mapping study. Journal of the Brazilian Computer Society, 30(1), 69–101. DOI: 10.5753/jbcs.2024.3090.
Carvalho, F. G. de, and Vasconcellos, M. S. de. (2023) Redesign of a game to prevent exogenous poisoning: adding risks and forms of participation, Journal on Interactive Systems, 14(1), pp. 119–127, Porto Alegre, RS. DOI: 10.5753/jis.2023.3241.
Connell, B. R., Jones, M., Mace, R., Mueller, J., Mullick, A., Ostroff, E., Sanford, J., Steinfeld, E., Story, M., e Vanderheiden, G. (1997). The principles of universal design. [link]. [Acessado em 29-Setembro-2024].
da Silva Cardoso, J., Schmidt, E., e Pereira, R. (2018). E-mundi: Uma ferramenta conceitual para apoiar a análise e o design de jogos. In Anais do 27º Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 142–151.
de Castro, B. S. H. M., Raposo, A. B., and Silva-Calpa, G. F. (2023). Aprimorando a experiência do usuário em um jogo de Realidade Virtual para pessoas com comprometimento nos membros superiores. In Anais Estendidos do XXII Simpósio Brasileiro de Jogos e Entretenimento Digital (pp. 1343-1348). SBC.
Ferreira, D. R.; Baptista, C. K.; Rodrigues, B. Da S.; Siqueira, B. C.; Blascovi-Assis, S. M.; Corrêa, A. G. Development and Test of a Serious Game for Dorsiflexion and Plantarflexion Exercises of the Feet. Journal on Interactive Systems, Porto Alegre, RS, v. 12, n. 1, p. 58–68, 2021. DOI: 10.5753/jis.2021.1916.
Klock, A. C. T., Gasparini, I. and Pimenta, M. S. (2016) 5W2H Framework: a guide to design, develop and evaluate the user-centered gamification. In: Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems. p. 1-10.
Kurvinen, E., and Oulasvirta, A. (2004) Towards socially aware pervasive computing: A turntaking approach, In: Proceedings of the Second IEEE Annual Conference on Pervasive Computing and Communications, IEEE, pp. 346-350.
Mougouei, D., Perera, H., Hussain, W., Shams, R., and Whittle, J. (2018) Operationalizing human values in software: A research roadmap, In: Proceedings of the 2018 26th ACM Joint Meeting on European Software Engineering Conference and Symposium on the Foundations of Software Engineering, pp. 780-784.
Oppermann, R. (1994) Adaptively supported adaptability, International Journal of Human-Computer Studies, 40(3), pp. 455-472.
Pereira, R., Baranauskas, M. C. C., and Liu, K. (2018) An essay on human values in HCI, Journal on Interactive Systems, 9(1). DOI: 10.5753/jis.2018.689.
Rufino Júnior, R.; Classe, T. M. De; Santos, R. P. Dos; Siqueira, S. W. M. Current Risk Situation Training in Industry, and Games as a Strategy for Playful, Engaging and Motivating Training. Journal on Interactive Systems, Porto Alegre, RS, v. 14, n. 1, p. 138–156, 2023. DOI: 10.5753/jis.2023.3222.
Sato, G. Y., Pereira, R., Gasparini, I., and Reis, R. C. (2023) Alinhando o design e a avaliação de gamificação: aplicando o Framework 5W2H como uma ferramenta diagnóstica, In: Anais do II Workshop sobre Interação e Pesquisa de Usuários no Desenvolvimento de Jogos, SBC, p. 54-66. DOI: 10.5753/wiplay.2023.236297.
Souza, V.; Maciel, A.; Nedel, L.; Kopper, R.; Loges, K.; Schlemmer, E. VR Neuro Game: a Virtual Reality Game to Support Neuroanatomy Teaching and Learning. Journal on Interactive Systems, Porto Alegre, RS, v. 12, n. 1, p. 253–268, 2021. DOI: 10.5753/jis.2021.2090.
Sweetser, P. and Wyeth, P. (2005) GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment (CIE), v. 3, n. 3, p. 3-3.
SBC (2006) Grandes Desafios da Pesquisa em Computação no Brasil – 2006–2016. Relatório sobre o Seminário realizado em 8 e 9 de maio de 2006. Disponível em: [link] [Acessado em 29-Setembro-2024].
Published
2024-10-07
How to Cite
CARVALHO, Caio; SILVA JUNIOR, Deógenes; PEREIRA, Roberto.
Including is Necessary: Analysis of Adaptation Requirements for the Redesign of a Memory Game. In: WORKSHOP ON INTERACTION AND USER RESEARCH IN GAME DEVELOPMENT (WIPLAY), 3. , 2024, Brasília/DF.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2024
.
p. 12-24.
DOI: https://doi.org/10.5753/wiplay.2024.245481.
