Case Study: Kiki en equilibrio
Video game designed to stimulate the cognitive functions of patients with neurodevelopmental disorders.

Case Study: Kiki en equilibrio

Kiki en equilibrio is a serious game for cognitive stimulation that analyzes the executive functions of the prefrontal cortex. Developed for mobile devices, this puzzle game challenges us to assist Kiki in collecting each toy.

Kiki en equilibrio is now available on Google Play.

In this game, executive and attentional functions are enhanced through an engaging experience, focusing on visuospatial working memory, cognitive inhibition, selective attention, and processing speed. Kiki en equilibrio aims to optimize the learning process.

In addition, behavioral data can be collected in the "Patient" mode, with the prior consent of the parent or guardian. This is the body of information, which is then processed into a report that can be used to identify commissions and omissions.

All the reports are available on the platform and can be downloaded and used by pediatricians, psychologists, and neurologists for diagnosis and treatment. As part of the therapeutic process, it is also possible to review the patient's progress after several sessions.

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An example of a simultaneous performance of three executive functions.

Digi Learnnials designed and developed the game, along with the business process and technology. Furthermore, the team created a Cognitive Design Process to facilitate collaboration between the scientific and the productive fields. A R+D+I approach can integrate educational psychology, neuropsychology, neuroscience, video game development, and software development.

Cognitive approach?

Trigger: Kiki needs your help to order all of the toys.

Extrinsic motivation: Kiki is sad because his toys are nowhere to be found in the room.

Intrinsic motivation: Find Kiki’s toys.

Play mechanics:?

  • Start assembling.
  • Take note of the recipe.
  • Make Kiki's car move.
  • Catch all the toy’s parts.
  • Assemble the recipe toy.
  • Discover new toys.

Objective: Organize Kiki's shelf.

Cognitive anchors: Kiki's magic toy machine, Kiki’s emotions, and Kiki's organized shelf.

Why the anchors?

This game is intended for patients with autism spectrum disorders as well as epilepsy. Various characteristics of daily behavior were considered during the project's development, including involuntary movements or dystonia, inattention, the need for clear, orderly spaces, and the representation of emotions.

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Kiki shows various expressions during the game.

As the game progresses, Kiki expresses sadness when losing, joy when winning, and doubt when on the menu. The tutor will assist the player in creating a map of emotions they can use in other situations in the future.

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Kiki's magic toy machine.

When the user completes a level, toy pieces are randomly added to the magic toy machine. As a result, the need for clean, organized spaces is triggered. It is important to note that the disorder will always remain within the magic machine in order to mitigate feelings of distress.

Game loop stimulates executive functions. Approximately 15 minutes per session are required for the core loop, and four times per week for two months is the estimated therapeutic time, according to researchers.

Positive impact indicator

In Psychoeducation, the family is the basis of all collaborative treatments involving children. In an empathic manner, we explore the characteristics of the different neurodevelopmental disorders using a playful approach.?

Technical description of the experience

Game specs:

  • Developed in Unity3D.
  • Kiki was animated using skeletal animation in 2D.?
  • Setting, toys, and mechanics were developed in 3D.?
  • Puzzle mechanics were based on physics.
  • Players' abilities determine the difficulty curve.
  • Compatible with Android devices.

Methodology:

  • Our Cognitive Design Process allowed us to create a video game that linked executive functions with playful mechanics.
  • The data model was developed jointly with the scientific team.
  • The versioning was carried out using Git, the data collection was handled by a relational database that was hosted on AWS.
  • A playtest was conducted with video electroencephalography to validate the correct stimulation method.
  • Autism spectrum disorder patients took part in playtests.
  • Several documents have been drafted in order to facilitate the interaction between researchers and developers.

1st Neurotechnology, Health, and Education Conference

In this video, Dr. Mariano Scandar, Dr. Claudio Waisburg, and Mariela Caputo explain in detail the medical, technical, and productive aspects of the project.

Partners


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Expert in neurosciences, education, and technology

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Software development and digital marketing agency


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