Nintendo LABO for Serious Gaming

Advisor(s)

Dr. Joshua Gargac

Confirmation

1

Document Type

Poster

Location

ONU McIntosh Center; McIntosh Activities Room

Start Date

21-4-2023 12:00 PM

End Date

21-4-2023 12:50 PM

Abstract

Serious gaming is the practice of using video games, either commercial or specifically designed, for physical rehabilitation. Serious games have emerged in the last decade as a way to increase patient involvement in rehabilitation, increase the likelihood of patients continuing treatment after progress stalls, and generally increasing mental health during treatment [1]. However, the current literature has not kept pace with the evolution of technology and therefore the use of next-generation consoles for serious gaming is underdeveloped. The Nintendo SwitchTM (Nintendo, Kyoto, Japan) console could provide new avenues for serious gaming because of the advanced sensing ability of its controllers (Joy-Cons), and the engaging ways in which the Joy-Cons can be used. Joy-Cons are equipped with acceleration sensors, gyroscopes, and infrared depth sensors, and are capable of near field communication and high-precision vibration.

Nintendo has demonstrated the capabilities of these Joy-Con with its LABOTM product. Nintendo LABO is a DIY kit that allows users to build cardboard mechanisms that house the Joy-Cons, called Toy-Cons [2]. Each LABO kit comes equipped with games that can be played by mapping physical motions of the user to the in-game controls. The goal of this research is to 1) identify candidate Toy-Cons for serious gaming, 2) track joint motion with commercially available software, and 3) biomechanically evaluate joint motion while playing the Toy-Con games. Long-term, this data will be compared to current practices employed by occupational therapists for rehabilitation.

This document is currently not available here.

Open Access

Available to all.

Share

COinS
 
Apr 21st, 12:00 PM Apr 21st, 12:50 PM

Nintendo LABO for Serious Gaming

ONU McIntosh Center; McIntosh Activities Room

Serious gaming is the practice of using video games, either commercial or specifically designed, for physical rehabilitation. Serious games have emerged in the last decade as a way to increase patient involvement in rehabilitation, increase the likelihood of patients continuing treatment after progress stalls, and generally increasing mental health during treatment [1]. However, the current literature has not kept pace with the evolution of technology and therefore the use of next-generation consoles for serious gaming is underdeveloped. The Nintendo SwitchTM (Nintendo, Kyoto, Japan) console could provide new avenues for serious gaming because of the advanced sensing ability of its controllers (Joy-Cons), and the engaging ways in which the Joy-Cons can be used. Joy-Cons are equipped with acceleration sensors, gyroscopes, and infrared depth sensors, and are capable of near field communication and high-precision vibration.

Nintendo has demonstrated the capabilities of these Joy-Con with its LABOTM product. Nintendo LABO is a DIY kit that allows users to build cardboard mechanisms that house the Joy-Cons, called Toy-Cons [2]. Each LABO kit comes equipped with games that can be played by mapping physical motions of the user to the in-game controls. The goal of this research is to 1) identify candidate Toy-Cons for serious gaming, 2) track joint motion with commercially available software, and 3) biomechanically evaluate joint motion while playing the Toy-Con games. Long-term, this data will be compared to current practices employed by occupational therapists for rehabilitation.