Exploring efficacy in digital therapeutics: serious games for theory of mind training and visual rehabilitation
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Authors
Kim, Bryan
Issue Date
2025-05
Type
Electronic thesis
Thesis
Thesis
Language
en_US
Keywords
Human-computer interaction
Alternative Title
Abstract
As digital media increasingly transforms healthcare and education, the unique affordances of serious video games present distinct challenges and opportunities, setting them apart from traditional serious games. While conventional serious games often superficially gamify clinical practices, diminishing meaningful engagement, or replicate clinical protocols so rigidly that intrinsic player motivation suffers, serious video games uniquely offer interactive affordances that could effectively reconcile clinical precision with authentic player engagement. This dissertation examines this critical tension through the iterative development and empirical evaluation of two digital therapeutic prototypes: \textit{Emotion Adventure}, designed to foster Theory of Mind, the ability to understand and interpret others’ emotional and mental states, in children with Autism Spectrum Disorder, and \textit{Eye Rehab}, a virtual reality game aimed at improving stroke-related visual impairments. These prototypes were systematically designed and evaluated using the Mechanics, Dynamics, and Aesthetics (MDA) framework, which methodically connects foundational game mechanics, emergent player dynamics, and experiential aesthetics to ensure balanced game design. In usability evaluations, \textit{Emotion Adventure} employed a narrative-driven approach to successfully promote empathic decision-making and maintain player engagement within structured gameplay interactions. However, given the complexities and resource demands involved in empirically measuring cognitive therapeutic outcomes, a second prototype, \textit{Eye Rehab}, was developed. This physiological digital therapeutic utilized virtual reality-based gaze interactions to precisely target measurable improvements in visual alignment and ocular motor functions, validated clinically through the Lancaster Red-Green test, a standardized diagnostic tool used to assess ocular alignment and muscle function. Building upon insights gained through these prototypes, this dissertation hypothesizes a replicable design approach termed \textit{Selective Simulation}, which strategically embeds essential therapeutic actions directly into core gameplay mechanics. Unlike earlier theoretical concepts such as persuasive or applied games that offer generalized guidance, \textit{Selective Simulation} provides concrete and empirically informed design principles to intentionally integrate therapeutic activities within engaging game mechanics. Ultimately, this dissertation contributes to the broader field by proposing a replicable and structured framework for serious video game design, bridging theoretical insights from media studies, cognitive psychology, and human-computer interaction with methodologies rooted in clinical practice. This interdisciplinary approach underscores the distinct potential and complexity of video games as digital therapeutics, advocating for designs that rigorously balance therapeutic efficacy and engaging gameplay.
Description
May2025
Full Citation
Publisher
Rensselaer Polytechnic Institute, Troy, NY