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A Semantic Web-Based Prototype Exercise—Video Game for Children with Anxiety and Juvenile Myoclonic Epilepsy and Its Usability Assessment

  • Sai Akhil Kakumanu,
  • Patha Srija,
  • Kambhampati Kodanda Sai Harshitha,
  • Medipally Abinay,
  • Karnam Akhil

摘要

Epilepsy is a neurological disorder that causes a person to become unconscious with or without violent moments. During this period, there is a burst of uncontrolled electrical activity between brain cells which is also called seizure. Nowadays, children are suffering with anxiety and depression which is making them nervous, emotionally low leading to juvenile myoclonic epilepsy (JME), absence seizures, and migraine. JME, a challenging issue of neurological science, is a common form of childhood epilepsy that can have significant impacts on the quality of life for affected children. Traditional treatment methods often include medication and lifestyle adjustments; however, emerging research suggests that certain video games have a positive impact on cognitive and motor functions for children. In this context, this research presents a novel approach to develop a video game prototype specifically designed for children with JME, utilizing the principles of the Semantic Web to enhance the game’s adaptability and therapeutic potential. By employing semantic technologies, the game is trained with real-time data on the child’s condition, responsiveness, and preferences, enabling the system to adapt the gaming environment accordingly. Moreover, the prototype exercise aims to assess the game’s usability to ensure its accessibility and effectiveness for its target audience. The research methodology involves a multidisciplinary approach, combining insights from neurology, paediatrics, game design, and Semantic Web technologies. The initial phase focuses on an in-depth analysis of the unique cognitive and motor challenges faced by children with JME, allowing for the integration of appropriate therapeutic elements into the game mechanics. Subsequently, the Semantic Web technologies will be employed to build an ontology that captures crucial information about the player’s condition, medical history, and gameplay preferences. In conclusion, this research endeavours to bridge the gap between paediatrics healthcare and gaming for therapeutic purposes. By harnessing the knowledge of the Semantic Web, the innovative video game prototype holds the promise of enhancing the lives of children with JME, enhancing their IQ levels, paving the way for further exploration of video games as a viable adjunct to traditional treatment approaches for epilepsy and other neurodevelopmental disorders.