DOI: 10.5176/2251-1679_CGAT17.24

Authors: Kyungeun Park, Taesuk Kihl*,Seungie Park,Min-Jae Kim and Juno Chang


This research introduces the adaptive behavior training game platform using behavior and reading intervention mechanisms combined with narrative contents. For this, “The Fisherman and the Jinni” from The Book of the Thousand Nights and a Night, also known as The Arabian Nights, is refined and used as its narrative story telling source. The behavior and reading intervention scheme makes the narrative contents drive a player like a child with ADHD to help a cyber character, the Fisherman. While the child is playing the game, the platform continuously captures attention and meditation values of the player through a brain-computer interface (BCI), and the motions of the player using a motion sensing device. In addition to the sensing data, all the intervention history between the player and the game platform is recorded in a cloud engine for real-time analysis and post evaluation of the treatments. The contribution of this research includes the effort to applying emerging technology into behavioral therapy for children with ADHD to improve their behavior and reading skills. The result of the experiments with a total of three first children not diagnosed with ADHD shows the effectiveness of this approach in terms of stimulating the children to complete the given behavior and reading tasks and to feel a sense of accomplishment. Pre- and post-test with general reading comprehension questions and survey to ask their willingness to save the Jinni indicate changes on their decision making procedures influenced by their emotional assimilation into the given narrative story.

Keywords: Behavior and reading intervention; fairy tale; narratives; Attention-Deficit/Hyperactivity Disorder (ADHD); learning disability; social skills; reading skills; Brain-Computer Interface (BCI); motion sensing; behavior treatment; serious game platform


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