GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

View, browse and sort the ever-growing list of sessions by pass type, topic, and format. For questions, Contact Us.

Games as Radically Accessible Community Driven Care: A Case Study with People with Aphasia

Kathryn Hymes  (Studio Co-Founder & Game Designer, Thorny Games)

Pass Type: All Access Pass, Core Pass, Summits Pass, Expo Pass, Audio Pass, Independent Games Summit Pass

Topic: Advocacy, Design

Format: Session

Vault Recording: TBD

Audience Level: N/A: I prefer to present live on-site but I am open to delivering a virtual presentation

In this talk, we explore the potential for games as a community-driven, cost-effective, and radically-accessible form of care. We detail this through the lens of a case study in designing therapeutic games for and with people with aphasia, the 2+ million Americans who experience language loss due to brain injury. Game-based rehabilitation is a promising solution to address unmet long-term recovery and psychosocial needs for people with aphasia. In this talk we describe a participatory game design process that engages people with aphasia, speech language pathologists and professional game designers in the creation of three hybrid digital-analog games. We detail methods for facilitating collaboration across language barriers and divergent professional expertise. We also contribute a set of design principles based in rehabilitation research and augmented through our iterative design process. We conclude with recommendations for pursuing community-empowered game design for other underserved populations and explore how game design can be a powerful context to facilitate meaningful change in health and well-being both online and in the real-world.

Takeaway

Attendees will learn how games have the potential to provide a cost-effective, radically-accessible way to perform care through a case study in aphasia games for health and its related participatory design process with deep community engagement.

Intended Audience

Game makers of any background interested in collaborating across discipline to make games that contribute to the public good.