||Kiyosada Anraku,Hiroyuki Matsuguma., Production of Games for Vision Training Support of People with Developmental Disabilities., Asia Digital Art and Design Association 2018, 2018.11.
||Tsuyoshi Matsunoshita,Hiroyuki Matsuguma., Content Production to Enhance the Relationship between the Game and the Player., Asia Digital Art and Design Association 2018, 2018.11.
||hiroyuki matsuguma, A study of serious game for healthcare and rehabilitation, MEIS2016: Mathematical Progress in Expressive Image Synthesis, 2016.11.
||hiroyuki matsuguma, Development and Verification of the Game Locomo de Balamingo, Asia Digital Art and Design Association 2016, 2016.11.
||hiroyuki matsuguma, Fumitada Hattori, J.KAJIWARA, Development of a rehabilitation game to support stand-up exercise and its usability in care facilities., ISG2014, 2014.06.
||hiroyuki matsuguma, Fumitada Hattori, 「Game for stand-up rehabilitation training -How We Stand Up to Our Super Aging Society-」
, Games for Health Europe 2014, 2014.10, We developed the game to help stand-up rehabilitation training in collaboration with Nagao Hospital
and its commercial version “Rehabilium Kiritsu-kun” has been put on the market since March 2013.
We’ve adopted this game to an elderly day care center over a year and verified the usability and the physical effects. In comparison with the data of required time of 10-meter walk between before and after the intervention, the significant improvement was found in the group that enjoyed playing the game without staff’s urging. And the same good improvement was also found in the number of steps in 10-meter walk. In this session, we’d like to share these results of our long term verification and how things are going at the facilities that keep using it.
In addition, we’ve also engaged in a new development of the game to prevent locomotive syndrome.
Locomotive syndrome is a state of one’s locomotorium (bones & joints, skeletal muscles, tendons, ligaments) is weakened by aging and increase the risk of being in need of nursing care.
There is a training to prevent these problems advocated by the Japanese Orthopaedic Association called Loco-Training and we picked up the balance training to make it a game.
The game “Locomo de Balamingo” is now playable and we are planing the public tests this year in collabration with local government. It would be nice if we could share our experience at the moment with the audience..
||松隈 浩之, 「Game for stand-up rehabilitation training -How We Stand Up to Our Super Aging Society-」
, Games for Health Europe 2013, 2013.10.
||松隈 浩之, 服部忠史, 「Research and Development of a Game for Stand-Up Rehabilitation Training
-How We Stand Up to Our Super Aging Society-, Serious Games & Social Connect 2013, 2013.08, Kyushu University has been developed a serious game for rehabilitation and verified its usefulness and safety in close collabration with Nagao Hospital since 2010.
We designed the game “Rehabilium” focused on a stand-up exercise which is a core exercise in daily rehabilitation training. The stand-up move is the most basic one out of ordinary life and it’s strongly recommended to be done in a stroke treatment guideline.
“Rehabilium” was developed by MEDICUS SHUPPAN, Publishers Co., Ltd (Osaka,Japan) as their commercial version “Rehabilium Kiritsu-kun” last year and they started selling it for use in long-term care health facilities and hospitals.
In this session, the head of SGP Hiroyuki Matsuguma and his collaborator Dr. Hattori describe the background how things went from our prototype to the release version with showing some evidence through the practical experiment.
||We have researched and developed the game “Standing Growing Blooming Tree REHABILIUM” to support stand up-sit down
exercise since 2010 aiming to make a hard rehabilitation training more enjoyable. We designed and constructed the system of the
game adjusting the scene in the long-term care facility that games can be used more effectively for rehabilitation. The usefulness
and the safety of the game have been showed through our experiments..
||Kyushu University has conducted the Serious Game Project under the scheme of industry-academia-government collaboration since last year. This project aims to promote serious games which are not well-established in Japanese society, accumulate developmental know-how to expand the game industry in the foreseeable future. This is a very rare system of game development in Japan. In this session, we introduce you the games we developed last year themed "environment problem" and discuss the potentiality of serious game while unveiling some problems we’ve facing. We also focus on serious games related to "health care" and "tourism" we’re working on this year to make our project more marketable. We would like to share the idea and the possibility with all audience..