Summary: | 碩士 === 臺北醫學大學 === 醫學資訊研究所 === 93 === The innate fascination and variety of digital games seem to possess infinite potential for rehabilitation applications. Though there are different kinds of classification methods for games, they are not tailored for occupational therapists to choose proper therapeutical elements of games by the traditional activity analysis process. Also, there is no common vocabulary between therapists and game designers for sharing and accumulating knowledge of clinical applications of games.
The purpose of this study was to construct a digital game-therapy ontology for analyzing digital games and storing their therapeutical components analyzed as instances of this knowledge base. Six common cognitive components were chosen as example queries for occupational therapy. The knowledge base was examined by the therapists with choosing therapeutical components of games for their clients to verify the applicability of the ontology for clinical use.
The knowledge base was built on Protégé. The author combined two modified ontologies, the occupational therapy ontology and the game ontology, to establish the digital game-therapy ontology. Taking advantage of the multiple inheritances and inverse slots in the ontology logic, the instances of these two ontologies were connected. Judging by the questionnaire responses answered by the clinical occupational therapists who helped in the evaluation of the ontology, the knowledge content, which could be analyzed, stored, linked, and retrieved in this ontology-oriented knowledge base, was reasonably chosen and organized for clinical applications. However, the knowledge instances built in this study were not suitable for real clinical decision making, because of the small sample size, the unfamiliarity of terminology for therapists, and the insufficiency and under-standardized knowledge expressions.
The results of this study provide a reusable ontology structure and could be used, for example, in the knowledge construction of other intervention modalities or clinical pathways in occupational therapy. And it offers therapists an integrated concept of digital games for game analysis. Before widely applying the knowledge base to clinical knowledge acquisition and decision support, it still needs domain experts to engage in the studies to improve the depth and integrity of the ontology and the normalization of clinical knowledge expression.
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