Gamers caught an early glimpse of the future of serious games aimed at the health sector during the PlayMancer project’s demos at the latest Vienna Science Fair. The European PlayMancer project is working hard to improve the technology for serious game engines and tools for 3-D networked gaming.
The platform is being tested and validated physical rehabilitation and behavioral and addictive disorders with the inclusion of innovative multimodal I/O devices.
“We want to build actual games, serious games, around serious health-related problems like bulimia and chronic pain,” PlayMancer’s project manager Elias Kalapanidas tells ICT Results. “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.
“It’s not just about developing the most fun and interactive games, or targeting particular groups,” notes Kalapanidas of Systema Technologies in Greece. “We want to seriously improve the accessibility of games, making them playable by all kinds of people, including the disabled.”
You’ve been punk’d
PlayMancer will need to be very innovative because the concept of developing games that are more universally accessible is still in its infancy.
But you could never accuse the partners in this project of lacking vision; the project’s name is a nod to William Gibson’s 1984 futuristic classic Neuromancer, widely considered the father of cyberpunk literature.
The team behind the project come from a range of backgrounds in academia and industry in Austria, Greece, Italy, Spain and Switzerland. Their goal is to develop the games from the bottom up, with health and therapy embedded into their make-up.
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.
If all goes to plan and PlayMancer’s games reach their target, you might expect a marketing slogan along the lines “Serious games, serious fun for serious health problems!” Watch this space.
PlayMancer is funded under the ICT strand of the Seventh Framework Programme for Research.
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