Tangibot: A collaborative multiplayer game for pediatric patients

Jorge Montaner1, Alicia Carrión2, Fernando García-Sanjuán1

  • 1ISSI research group, Departamento de Sistemas Informáticos y Computación (DSIC), Universitat Politècnica de València, Camino de Vera s/n, 46022, València, Spain.

Insights

The hospital teacher improved children's communication during gameplay but did not affect their psychosocial state. The game itself positively impacted children's emotions and engagement, reducing distractions from symptoms.

Area of Science:

  • Pediatric psychology
  • Educational technology
  • Child development

Background:

  • Limited research exists on the impact of hospital school staff on children's psychosocial states during gameplay.
  • Previous studies focused on games' effects in pediatric wards but not on teacher interaction.

Purpose of the Study:

  • To introduce the Tangibot application for hospitalized children.
  • To evaluate the short-term impact of the Tangibot application on children's psychosocial state.
  • To assess the influence of a teacher's presence on children's communication, coordination, and psychosocial state during gameplay.

Main Methods:

  • A study involving 20 pediatric participants in a hospital classroom setting.
  • Each participant engaged in gameplay twice: once with a teacher present and once without.
  • An observational scale, applied by two evaluators, was used to assess children's psychosocial state and interactions.

Main Results:

  • Teachers positively influenced children's communication, improving dialogue management, turn-taking, and information sharing.
  • Gameplay significantly improved children's emotional state (affection), interest, and peer interaction, acting as a distraction from symptoms.
  • Teacher presence negatively impacted time management and joint task orientation, without altering the children's psychosocial state.

Conclusions:

  • While teachers enhance communication during gameplay, the game itself is the primary driver of positive psychosocial changes in hospitalized children.
  • Gamification strategies can be further explored to improve social opportunities and reduce isolation during hospitalization.
  • Future research should evaluate specific game strategies to optimize the hospital experience for children.
Abstract

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