Adaptive video game with neuro inspired social agents: from accessibility to therapy

Making video games accessible to all is an important societal issue that video game studios take very seriously. The brains of people with autism develop differently than those of neurotypical people, resulting in motor and sensory characteristics that prevent them from enjoying video games. Because autism is expressed differently in each individual, the needs of autistic people are specific to each person, making accessibility parameters difficult to predict or to integrate later in a video game. This project proposes to study accessibility features using Pop'Ballons, a mixed reality video game designed to help people with autism work on their motor and social skills. The data collected through Pop'Ballons will be used to define a guideline for the design of inclusive video games. Ultimately, this data will be processed by machine learning to evaluate the effectiveness of Pop'Balloons as a therapeutic tool and in stratifying (separating into subgroups) people with autism

Mariem Hafsia
Superviseur universitaire: 
Guillaume Dumas
Partner University: