The quality of aesthetic and movement experience can be imperative to a physical therapy patient’s recovery. While the experience of moving is often restricted to the physical actions determined for the patient’s personal needs, the addition of external motivation such as interactive movement games can support the quality of the recovery experience. We ask the question, ‘how can interactive art games support a patient’s recovery process by focusing on quality of movement performance, enjoyment and engagement?’ The recent rise of virtual and augmented reality in gameplay with high resolution graphics and believable characters is now easily available to the consumer. This provides an opportunity to explore how these platforms of gameplay can be used for the betterment of people who are battling illness and injury. In our research of color psychology, movement quality techniques/observances, and implementation of gaming elements like scoring and entertainment, we hope to find trends as to what succeeds or what fails to make an enjoyable and productive therapy game. Our project will provide data and answer the questions: 1) How the quality of visuals affect the behavior of the patient, 2) How to simulate authentic therapy movements and exercises into real life and gaming situations, and 3) How to provide an experience for the patient that drives them to succeed in their therapy.
In collaboration with Kim Hobby and Dane Wheaton.