From Clinical Theory to User Reality: A Multi-Phase Co-design protocol of an Analog Serious Game for Fall Prevention

Abstract ID
4513
Authors' names
Ana Tomé1,2,3,Maria Teresa Tomás4,5, Sandra Pais6, Ana Paula Fontes1,7 and Marlene Rosa3,8
Author's provenances
1Universidade do Algarve, Higher School of Health, Faro; 2 Faculty of Medicine and Biomedical Sciences Faro; 3 ciTechCare, Leiria, 4Higher School of Health, Lisboa; 5 H&TRC Lisboa; 6 CHRC Évora; 7 ABC-RI; 8Higher School of Health, Leiria Portugal
Abstract category
Abstract sub-category
Conditions

Abstract

Introduction: Developing serious games for geriatric rehabilitation requires bridging the gap between clinical guidelines and user engagement. This study presents a novel methodological protocol used in the co-development of an analog serious game for fall prevention in older adults. The objective was to validate a comprehensive co-design framework that integrates multidisciplinary stakeholder insights with end-user creativity through a sequential, participatory methodology, ensuring both clinical fidelity and high playability.

Methods: A multi-phase qualitative exploratory study was conducted in Southern Portugal using a participatory design approach. Phase 1 involved focus groups with a multidisciplinary panel of stakeholders. Narratives were analyzed using a dual-coding matrix combining the International Classification of Functioning(ICF) to define therapeutic targets and the Mechanics-Dynamics-Aesthetics (MDA) framework to translate them into game rules. Phase 2 applied these findings in collaborative workshops with community-dwelling older adults (≥65 years).  This phase followed a structured five-stage protocol: Literacy, Ideation, Prototyping, Testing, and Validation, designed to refine the game mechanics based on user interaction, motivation, and playfulness.

Results: The protocol successfully facilitated the translation of complex clinical constraints into accessible game mechanics. Phase 1 analysis mapped clinical needs to specific MDA components, establishing safety parameters for dual tasking. Phase 2 workshops demonstrated that the structured protocol empowered older adults to validate these mechanics while prioritizing "Aesthetics" (social interaction and fellowship) over competitive dynamics. The process culminated in a validated analog board game prototype that integrates essential training elements (strength, balance, attention) within a nature-themed narrative, confirming the protocol’s efficacy in aligning clinical requirements with user preferences.

Conclusion: This study validates a "translation protocol" for serious games development. By synergizing focus group perspective, (via ICF and MDA analysis) with a structured user co-creation pipeline, we established a blueprint that ensures the intervention is clinically grounded in fall risk factors yet intrinsically motivating.

(This work was supported by FCT - Fundação para a Ciência e Tecnologia, I.P. by projectreference "UID/05704/2025" and DOI identifierhttps://doi.org/10.54499/UID/05704/2025)