Keywords

1 Introduction

1.1 Game Therapy Design Thinking Brings New Ideas to Healthy Exercise

Social progress and scientific and technological development have changed people’s original way of life, speeding up the pace of work, bringing many conveniences and laying down many hidden dangers for people. The incidence of chronic diseases caused by unhealthy lifestyles has been increasing year by year, trend. The 2014 Global Report released by WHO shows that the number of deaths due to chronic diseases was 38 million in 2012 and is expected to reach 53 million in 10 years. An about 6 published live reports in 2017 show that chronic diseases cause 40 million deaths annually, Equivalent to 70% of the world’s total deaths. Chronic diseases include sub-health and strain of cervical spine. According to WHO’s “Spinal Cord Injury from an International Perspective,” this new WHO report provides an overview of the experiences, prevention, care and personal experience of spinal cord injury among those with spinal cord injury The best available evidence. Men are most likely to develop spinal cord injuries 20 to 29 years of age and above, while women at greatest risk are 15–19 years of age and 60 and older. The study showed that the risk of adult men and women at least 2: 1 ratio. Spinal cord injury results in lower enrollment and economic participation, and children with spinal cord injuries are less likely than their peers to enroll in school and less likely to stay in school even if they enroll. Adults with spinal cord injury face similar barriers to participation in socioeconomic life, and the unemployment rate for adult patients worldwide is above 60%. Spinal cord injury is accompanied by huge personal and social costs. Many of the outcomes associated with spinal cord injury are not caused by the disorder itself but by the lack of access to adequate healthcare and rehabilitation services and the lack of access to community life due to physical, social and policy environment barriers. This shows that cervical health has seriously endanger the normal life. The main object of this article is the crowd of young college students who are often referred to on the Internet as nowadays. In such people, a series of degenerative changes have taken place in people’s body posture, such as sedentary, lack of exercise, late sleep and other bad habits. There have been many bad body posture problems, but also led to a variety of body imbalances

1.2 Game Therapy Design Thinking Brings New Ideas to Healthy Exercise

Driven by such environmental effects, auxiliary tools for rehabilitation work have emerged. Aids for rehabilitation include various categories, both physical types and virtual types. Compared with the physical type, the virtual scene interactive rehabilitation training belongs to a new type of treatment behavior, using computer graphics and image technology, the use of infrared scanning of the human body, the patient exposure and a virtual environment, combined with different patients themselves Problem, the computer has a variety of training games corresponding to the treatment, the patient need only according to the changes in the screen scenarios and prompts to imitate and respond to a variety of actions to maintain the screen in the scene mode to continue until the final completion of training objectives. This interactive learning feedback of virtual situation can not only improve the rehabilitation efficiency and reduce the disability rate, but also enhance the patient’s initiative and participation, in line with the concept of modern rehabilitation medicine, and bring a new direction for the design of medical rehabilitation.

1.3 Game Therapy Design Thinking Brings New Ideas to Healthy Exercise

Game therapy, also known as game therapy or game-assisted therapy, as the name suggests refers to the game as a therapeutic medium or carrier of an intervention. It is based on the human brain plasticity theory and functional reorganization theory as the basis for research, entertainment therapy for the purpose of the game activity. It has gone through three stages of development: psychoanalytic game therapy, structural game therapy and humanistic game therapy. The applicability of game therapy The crowd first used in children. Children’s game therapy is mainly through the game of children’s inherent anxiety psychology manifested in the interaction with the game therapist to increase awareness of individual behavior and emotions, thereby enhancing children’s courage to face difficulties, challenge the difficulty of ability to promote Children’s personal development. Game therapy originated in psychoanalysis. Sigmund Freud, a famous Austrian psychologist and psychoanalytic pioneer, pioneered the use of games to treat children’s mental illness (Fig. 1).

Fig. 1.
figure 1

Game therapy development process

Nowadays, game therapy is widely used in the treatment of depression in children, which lays a corresponding theoretical basis for the game therapy of multi-aging sports. In order to reach a certain therapeutic result and establish a persuasive user experience, in order to achieve the goal of the user, interactive guidance and behavior guidance need to be implemented step by step. In the entire guidance process, users may lose their user status or mood Product patience and tolerance, then game therapy design can be very good attention to stimulate people through the game to achieve their ultimate goal. Game therapy design in today’s social life is also numerous cases, such as the game “Peter Shut up” is a treatment for stuttering children’s games, children in the game by way of talking to the game, in the game with the game characters Communicate with each other, complete corresponding tasks arranged in the game, score and record the children after the end of the game, and the corresponding learning status of the children will be reflected in the parents’ cell phones, so that the children and parents can work together to overcome the children Language defects (Fig. 2).

Fig. 2.
figure 2

Game screenshots

1.4 Somatosensory Gaming Technology Brings More Possibilities to Medical Service Design

The main research purpose of this subject is to apply somatosensory technology to active motor training and physical rehabilitation of patients and to use somatosensory games to assist patients in rehabilitation. The limb rehabilitation training system developed by somatosensory technology can replace traditional limb rehabilitation training equipment and save a series of costs such as manpower, material resources and space and effectively relieve the current shortage of rehabilitation medical practitioners in our country, Families are more effectively assisted by rehabilitation services, bringing more possibilities to the medical and rehabilitation work, alleviating the asymmetry of doctor-patient information, helping patients to heal their own treatments, and seeing themselves in constant circular and reciprocal training Rehabilitation medical progress.

2 Research Backgrounds

2.1 Research Status of College Students’ Physical Health

In recent years, due to sedentary, the body appears cervical pain, frozen shoulder, obesity, muscle strain and other sub-health disorders are increasingly plagued ordinary college students. Modern lifestyles make people’s lives more comfortable, but bad habits also make people’s body posture a series of degeneration. Long-term past will cause deformation of the body joints, triggering functional disorders and other issues. Modern ordinary college students, comfortable lifestyle, poor eating habits, the overall poor self-control, fitness awareness is weak, confused at the same time, often stay up late to play online games, mobile phones anytime, anywhere, a variety of body posture problems also will come. There are some serious problems in the daily living habits of ordinary college students. For example, they have to go to bed late and exercise time is too short, they are sedentary for a long time, and their understanding of their attitude is not clear enough and they have not got enough attention from themselves. These factors are all potential factors that affect the health of college students. The author in China Known online search “cervical spine” a total of 305 academic articles. There are 230 periodicals, 21 dissertations, 25 conference papers. there are 183 categories of medical and health care, 43 science and education, 6 industrial technology, and only 1 in each category of economy, literature, art and biology (Fig. 3).

Fig. 3.
figure 3

University students cervical channel retrieval statistics

2.2 Research Status of Somatosensory Game Design

Somatosensory game refers to the use of the body to feel the video game. Different from the PC game controller or keyboard mouse to control the game, somatosensory game is a new type of video game.

The difference between somatosensory games and online games lies in the fact that the users can participate in the game as far as possible without being affected by the location, the time or the weather. For example, the user wants to go out and play today and experience the helplessness of the weather. The restriction is not good The user’s travel, the user desperation can only choose to indoor activities, such online games has become a choice, but most online games are still sitting in front of a long time in front of the computer, for a long time to maintain the position of not only the user Of the cervical spine injury, but also contrary to the user initially wanted to play outdoor activities, so the experience of the game in this not only became an indoor game has also become a new way to experience the movement.

The somatosensory game The author is mainly divided into four categories, racing categories: racing, running, etc., the confrontation categories: boxing, baseball, etc., leisure puzzle categories: music and dance, pets, drama, other sports categories: yoga, aerobics, Mental exercise and so on (Fig. 4).

Fig. 4.
figure 4

Somatosensory classification game screenshots

3 Theoretical Exploration

3.1 Experience the Design Thinking for the Game-Oriented Treatment

The range of user experience is not limited to the visual and auditory levels, but also includes touch, taste and more. Many of the actual product cases in life are showing us the importance of experience design so that sustainable design concepts are constantly innovating and breaking through. In game design for therapeutic purposes, user experience design requires us to observe the user in more detail. Because the user is not only the user of the product, he has another identity that is the patient and needs to think about the user from two identities Experience design. Therapeutic game experience design strategy is based on the experience of game therapy in the design of thinking-oriented role, so that each patient’s specific situation to complete the program design, dig deep pain points and needs. In order to meet the immersive experience and emotional experience of young people in the treatment of the game, mobile touch screen game design experience should start from what aspects of the study? Next, I will be further analyzed from the perspective of “five levels of user experience design”.

3.2 Design of Cervical Vertebrae Health Somatosensory Game for College Students

For the undergraduate cervical vertebrae health somatosensory game experience design, can be based on the “user experience design of the five levels”, combined with several major game design module to experience the design of the dimension. In general, game design requires game planners and designers to have a thorough division of labor and cooperation in game visual arts, game interaction, game planning, and game business models. Through the previous analysis of “five levels of user experience design”, I will be the game design and several major modules corresponding and related (Fig. 5).

Fig. 5.
figure 5

Five levels and the link between the game

  1. a.

    Strategic level: product goals and user needs

The strategic layer needs to find out the needs of users when using somatosensory games through pre-market, user research and brainstorming, and how to ensure the medical treatment needs during the game so as to formulate corresponding design directions and design goals. In order to rehabilitation fitness for the purpose of the virtual body therapy game products first and foremost is the product development goals and user needs to participate in the game. The goal is divided into two major content (product goals, user goals) Product objectives: developers hope that the expected value of game products and product development. Target users: emphasize the main product service crowd, and ordinary somatosensory game difference, the medical type of somatosensory game in the entertainment at the same time to ensure that to a certain extent, to do the role of physical training. Therefore, the initial formation of the product in terms of the strategic level is more need to target (including products and target users) and user needs analysis.

  1. b.

    Scope layer: functional sections and content design

Through the design of the strategic layer, the goals and requirements of the somatosensory game product can be clearly defined, and transforming the user’s needs into the functional blocks actually required in the product is the work that needs to be clearly defined in the scope layer. Product features of the plate and each plate in the content design is the core content of the product.

The “digital arrangement” follows the ease-of-use, functionality, and content of the user experience in game functionality. Ease of use in the user experience refers to the simple level of use of the product to quickly understand the usefulness of the product’s functionality and use. Functional refers to the functional design of the product to meet the needs of users. Content refers to the accuracy of the information and structure provided by the product. Somatosensory game products more important is the need to somatosensory game and exercise the way combined with each other, which in the product ease of use, functionality and content have a clear direction. In the “Numeric Arrangement” game, in order to ensure the basic medical needs of the cervical and lumbar vertebrae to move together, the game needs to be designed so that the user can frequently use the lumbar spine before and after. The product uses a numerical arrangement of methods, the number of orders is a very simple operation, the user begins to quickly understand the game’s final purpose, the clever use of user experience ease of use (Fig. 6).

Fig. 6.
figure 6

“Digital arrangement” screenshots

  1. c.

    Structure layer: Information architecture and interaction design

Information architecture refers to the product content of the information in a series of related analysis, organization and design, the required information accurately presented information structure. Simply put, is the user from point A to point B need to go through what steps, through the structural layer of the boot design to help users to achieve the goal.

Interaction design, you need to understand the psychological and behavioral characteristics of the target user, dedicated to the completion of two objectives of usability and ease of use. In the process of human-product interaction, we need to achieve these usability goals, which are safe, effective, easy to learn, and interesting to use, and have corresponding emotional and experiential features to make users feel happy, happy, inspired, or emotionally charged Meet and so on. Interaction design here not only refers to the interactive design of the process, but also includes the design of modular interactive sports, the action is completed at the same time be able to get the appropriate score in the game, allowing users to interact when using somatosensory games more deep move, the demand for treatment gradually eased, more immersive sense of the game. In the somatosensory game “Sitting bingo”, after the correct number is completed, the numbers are crossed off, proving that they have been used correctly, and that the prompt tone is displayed correctly. These subtle interactive design behaviors, which minimize medical seriousness and add to the fun and immersive gameplay, also reinforce more realistic and effective interactions between users (Fig. 7).

Fig. 7.
figure 7

Game screenshots

  1. d.

    Framework layer: interface design and information design

In the interface next to the user shows the image of sitting immediately, always remind the user’s sitting status and standing up. In the user error or the camera failed to identify the player user, the screen will display prompts to help users adjust their stance and standing point in time to successfully complete the game. In the game, if the number of players correctly identify the appropriate number of picture crossed out, if the number of get the number aircraft does not match the numbers in picture, the player can remain in place, waiting for the countdown beep to restart shaking Number appears new numbers. In the entire game interface tips of these information need to appear to help game player users to successfully complete the related game operation therapy. In the entire game interface effectively communicate between users and products presented, with value, to reach the user’s satisfaction, to the user a sense of reliability. The accuracy and accuracy of the information in the product interface design can better help users understand the product, the trust of the product, so as to better help the product content and function of the extension (Fig. 8).

Fig. 8.
figure 8

Game screenshots

3.3 Research Status of Somatosensory Game Therapy Products

The author interviewed a local hospital in Wuhan, a top three field hospital for field research, for rehabilitation subjects involved in somatosensory game patients interviewed. Most patients currently exposed to somatosensory game products are in patients with dyskinesia in the upper and lower limbs. Somatosensory games more games are based on the main treatment of hemiplegia, motor blockage in patients with neurological use, exercise types are also divided into six categories, namely sitting upper limb training, standing balance training, walking training, upper limb training, shoulder Neck training, cognitive training, daily life ability test training. The doctor will adjust the corresponding exercise work according to the patient’s physical activity and training items. Next, 1–2 games will be taken in each category for usage analysis and product barrier analysis to pave the way for the design of somatosensory game products for future cervical health care (Table 1).

Table 1. Game analysis

Through the game analysis, the six categories of somatosensory sports games are targeted at patients with different conditions, mainly for hand and foot inconvenience, after a car accident or stroke and other diseases plagued rehabilitation training. The basic simple operation treatment is satisfied, but the difficulty level and difficulty of the game are not fulfilled, and the difficulty and the operation and play are relatively simple. There is no uniform requirement for professional modular action. At the same time, the standard of the action still needs external medical staff to help to adjust.

On the other hand, the fun of the game, the beauty of the screen is relatively lacking. Most of these somatosensory sports games are functional and functional products. In the game the picture requirements are relatively simple, there are many problems for the treatment of patients, you need a variety of games for treatment, the main way to game therapy is more diversified is the need to strengthen such games, and add the story of the game, Easier to help users adhere to complete.

4 Design Exploration

4.1 User Research

In order to tap the emotional needs of users in cervical health care somatosensory games, this design has taken a questionnaire survey and in-depth method of user research. For the crowd of users mainly for 18–30-year-old user groups, mainly with undergraduate and graduate academic backgrounds of knowledge-based youth groups. The questionnaire was distributed and filled in using the image of the online questionnaire. Questionnaires were delivered from two aspects of cognition of somatosensory games and awareness of cervical spine care. A total of 137 questionnaires were received. Table 2 shows the answers to some of the representative study questionnaires.

Table 2. Document investigation

Through some of the questionnaires can be summarized as user research:

  1. 1,

    somatosensory game therapy market has a vast space, most students are willing to buy and use somatosensory games for the treatment of cervical products, and that has a certain value.

  2. 2,

    in the interview and exchange, found that most users have a sense of recreational body somatosensory game, more emphasis on the screen requirements, entertainment is also required better, for the medical class somatosensory game less involved, it is not exposed Professional somatosensory game.

  3. 3,

    in life, students are more willing to spend time to touch the somatosensory game, to enhance physical activity, but related to cervical spine treatment expertise has not been enough to learn and expand, there are some limitations.

  4. 4,

    players are more willing to multiplayer games, to play with their friends and roommates. If you can learn in ordinary life after classmates with non-regular use of somatosensory game movement is considered to have been a good exercise mode.

4.2 Experiments Outcomes

From the above questionnaire survey, we can draw some directions for improvement. From the five levels of user experience described earlier in this article, we can explore deeper and more systematically the design and study of cervical spondylosis in somatosensory games in the future.

  1. a.

    the strategic level - product goals and user needs

Through just the questionnaire survey, the purpose of the user needs to be clear, the user’s needs can be better understood in future somatosensory game iteration and innovative design exploration. In the face of different student groups, we can better face the design group, make the product’s goal decision.

  1. b.

    the scope of layers - functional sections and content design

In the range of layers of the plate design, according to the user’s social needs, incentives, cooperation, increase the difficulty of the game, time mode control, multi-dimensional mind map for game design to help users can exercise in the usual holy lake In the exercise of cervical exercise.

  1. c.

    the structure layer - information architecture and interactive design

The interaction between late-stage product design and the plot is also a way to exchange feelings between the user and the product. In the exchange of sports on the medical health care activities of the cervical vertebra so as to achieve the goal of the product, cervical care somatosensory game design.

  1. d.

    the framework layer - interface design and information design

Throughout the design of visual design in the game accounted for the main position in the previous figure you can see the beauty of the article in the article pictures and information management problems in the iterative innovation process, the interface information integration and dispersion need to think, But also need to use the usability test for the user to complete the appropriate design ideas back to the card. The interactive research on the operational experience and emotional experience of the product seeks to achieve the product’s usability, ease of use and friendliness.

5 Conclusion

The topic of cervical health status, combined with today’s increasingly serious outdoor pollution and the rise of somatosensory games, somatosensory game to prevent and treat cervical spondylosis feasibility and significance are discussed. First of all, the author of the current status of scientific development of the cervical spine to investigate and understand the doctor and patient information imbalance, college students lack of knowledge of cervical health. Secondly, through the five levels of user experience design, it analyzes how the five levels in the game are reflected, and adds the design of the game in the actual hospital. According to the actual product design and the case analysis method, which performed. Through quantitative research to investigate white-collar workers on their own cervical spondylosis cognitive status and their perception of somatosensory game, and through qualitative research to analyze the rehabilitation exercise hospital existing somatosensory game mode of motion, and the advantages and disadvantages of the game and evaluation of the difficulty. After that, I carried out the interactive design elements of somatosensory game, and summarized the principle of interactive design of somatosensory game and the design strategy of somatosensory game of cervical vertebra health according to the five levels of user experience design for the psychological needs of undergraduates, and provided the follow-up design for somatosensory game model Suggestion.