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      <title-group>
        <article-title>Keep Attention: A Personalized Serious Game for Attention Training</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Nadia Hocine</string-name>
          <email>nadia.hocine@univ-mosta.dz</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mohamed Ameur</string-name>
          <email>ameur.mohamed@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Wafaa Ziani</string-name>
          <email>ziani.wafaa.zi@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Mostaganem</institution>
          ,
          <addr-line>Mostaganem</addr-line>
          ,
          <country country="DZ">Algeria</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Attention abilities may be altered because of different factors since childhood or during the aging process and may influence the daily lives of peoples. Attention troubles may be caused by different diseases such as Attention Deficit Hyperactivity Disorder (ADHD) which is responsible of many learning difficulties. The early diagnosis and surveillance of children's cognitive abilities can help in preventing the development of such diseases. Serious games may play an important role in helping tutors to assess the children's cognitive abilities and to get quantitative data about their progression. It can also be used as a personalized training tool that takes into account not only the individuals' abilities and training needs but also their motivation. In fact, training requires repetitive tasks which may decrease the individuals' engagement and motivation. In this paper, we present Keep Attention, a serious game designed to assess visual attention and to personalize the training experience. We highlight, in particular, the design framework we considered to deal with personalization issues.</p>
      </abstract>
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      <p>
        Author Keywords
Serious games; attention training; design framework
ACM Classification Keywords
Applied computing → Computer games
INTRODUCTION
The success of video games and their implication in our
culture nowadays is a consequence of the evolution of
technologies and the diversity of internet facilities. Video
games have nowadays the potential to be more than just
entertaining. They are in particular used for other fields
such as learning and cognitive rehabilitation. The potential
of virtual reality systems and serious games has been
explained by the brain plasticity resulted from
environmental stimuli. The latter is considered among the
basic principles of therapeutic strategies for many cerebral
disorders [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
      </p>
      <p>
        Attention ability, or the mental focus on the most relevant
information [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], is among the cognitive abilities that may
influence the daily activities of people and their learning.
Attention can be altered because of different psychological
factors and deficits such as attention deficit hyperactivity
disorder, which is the main cause of school difficulties [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ].
In this paper, we present Keep Attention, a serious game for
attention training. The objective of this game is to help
tutors to evaluate the children’s attention skills and provide
them with personalized training experience. We consider
the challenge of designing games that maintain the children
motivation although repetitive nature of tasks in training.
We propose a game design framework that takes into
account the variety in game elements to maintain players’
motivation as well the personalization of training to
players’ abilities.
      </p>
      <p>
        The rest of this paper is organized as follows: Section 2
discusses the design and personalization of serious games
for attention training. In section 3, we introduce the game
design framework used to design serious games for
attention training. We explain after that the personalization
process in Section 4. Then, we present Keep Attention
game we designed following the previous framework.
Finally, we conclude this paper by presenting the primary
pilot study results and our perspectives for future works.
RELATED WORKS
Different works studied the design and the personalization
of serious games for attention training. The game feedbacks
and the difficulty of the game were especially considered as
the main strategies used to individualize the game
experience. Attention games are often designed following a
goal-oriented design method. They focus on a set of
repetitive exercises to train the player and attend a
particular learning goal. The player can be responsible to
choose the level of difficulty according to her
performances. For example, ATHYNOS is a Kinect based
augmented reality game designed to children with attention
deficits [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The game is composed of two mini-games,
each one with three difficulty levels: Basic, Medium and
Advanced that are selected by the child at the beginning of
each game session. Fontana et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] suggested Train Brain,
a serious game for selective attention training. It is based on
memorizing images in a one or different contexts using
colored circle. The player also has to select manually the
difficulty level. In this first approach, the design focuses on
a gamification technique of a set of exercises that meet
training objectives. It consists in including some game
elements to the exercises to motivate individuals such as:
avatar interaction and feedbacks. The primary objective of
these works is to ensure that the training meets experts’
expectations. In addition, the personalization does not
consider the difficulty balancing and the user has to control
the training without specific guidance about her progression
and training needs.
      </p>
      <p>
        The rationale behind of other works is to reuse existing
casual games and try to adapt them to meet training
objectives. The purpose is to ensure that the game is not
composed only of a set of exercises but also offers to users
a game experience as given with classical casual games.
The finality is to enhance users’ motivation and their
acceptance of using the game as a training tool. For
instance, Rijo et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] developed a game for children with
attention deficit and ADHD. The game is designed by
matching learning objectives with some game elements. In
particular, the player is asked to find and collect hidden
treasures like letters, words, faces and objects to meet
training objectives. They also added adaptive feedbacks to
encourage children in listening and following verbal
directions. In Veronica Montani et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] an adapted
game called LABYRINTH was proposed to train attention
and executive functions for patients with traumatic brain
injury (TBI). The difficulty of the game is dynamically
adjusted based on players' performances. It depends on
attention skills of an individual by calibrating the time on
tasks, number of targets and speed in the game. The game
gives also feedbacks on player's performance but without
explanation of the attention evaluation process and the
proposed difficulty.
      </p>
      <p>Our objective in our work is to design a serious game that
considers variability in game elements to maintain the
individuals’ motivation that may be decreased following
repetitive tasks. The design of such games should also take
into consideration the personalization of the training to
players’ abilities while offering a transparency of decisions
and guidance proposed to players.</p>
      <p>DESIGN FRAMEWORK
As training requires repetitive tasks, having a large number
of games is quite important to avoid boredom in long term.
One possible solution for tutors is to reuse some casual
games in training. However, these games are often not
personalized and do not provide tutors with quantitative
data about the trainee’s performance and progression on
one hand. On the other hand, the development of various
games may increase development costs.</p>
      <p>
        In our previous work [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], we proposed an abstract game
model that considers three levels: (i) task level (ii) scenario
level and (iii) story level. This model directs players to
accomplish goals around targeted skills [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The goals
depended on learning objectives which highly limits the
variability of game elements and scenarios.
      </p>
      <p>To deal with this issue, we propose a task-oriented design
approach that considers learning tasks as the building
blocks of the serious game. Game elements, such as
scenario, feedbacks, storylines and rewards, are
independents from the learning objectives. They are used to
create the gameplay using these building blocks. Only the
task that is related to learning objectives without a specific
“matching” with game elements. This may offer to the
designer the possibility of more creativity when designing
the game and to personalize it. At the same time, this not
means that the serious objectives will not be met. The
creativity in the game design is limited to the required
tasks, or the building blocks, that are fundamental in the
training. This may also help in the explanation of
personalization model decisions by highlighting only the
learning objectives without putting the light on the game
elements.</p>
      <p>
        The task-oriented approach allows variability in game goals
that are not necessary planned for learning. We believe that
balancing dynamically the goals between learning and fun
according to the player’s performances and situations may
increase their engagement and acceptance of using games in
daily training. In particular, players may be discouraged,
tiered or loss attention during the training. These particular
situations are more observables in players with health issues
such as attention troubles [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and stroke [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] and influence
their performance. It is important to consider these
conditions to maximize the training outcomes while
maintaining the players’ motivation. Following this design
approach, the personalization of the game may play an
important role to dynamically set the goals according to the
player’s situation. For example, when the player’s loss
attention and its performance decrease, the game may offer
“a rest time”, by limiting learning tasks and focusing only
on game goals. This requires a continuous assessment of the
player’s situations to better personalize the difficulty and
goals.
      </p>
      <p>Following this design framework, we consider therefore
two levels to build a serious game: the task level and the
game level.</p>
      <p>The task level
The task level determines the learning tasks that a player
should perform to achieve learning goals. The task is
represented though basic sequence of mechanics such as
select a target, drag and drop objects, etc. It can be therefore
represented by a pointing task defined by its difficulty that
can be dynamically adapted following the player’s abilities
and progression in the game. In fact, we assume that the
difficulty in a serious game is related only to learning
objectives. The task is related to the serious side of the
game and can be for instance, in attention training, to reach
a target within a timeout, avoiding obstacles, fire a target,
etc.</p>
      <p>The game level
The task is independent from a particular game element,
such as the story, rewards or a particular aesthetics that are
usually used to motivate the player. Hence, the learning
objectives are implicitly defined according to the kind of
tasks, their number, difficulty and order. When the task is
for example to find and reach a target quickly, the target
may be for instance a treasure to find or to feed a particular
animal in the game level. This complete separation between
tasks and game goals allows creating various scenarios in
the same game, which may reduce development costs. It
also makes it possible to dynamically setting game goals
with a variety of scenarios in order to maintain the player’s
motivation.</p>
      <p>
        KEEP ATTENTION GAME
We developed a serious game prototype for attention
training that follows the design framework described above.
The task level
We focused in this game on selective attention that is the
main responsible of school difficulties [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. The task consists
in selecting appropriate targets within different visual
contexts [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The training intensity may be determined
according to the number of targets and contexts as well as
the number of obstacles. It also may be influenced by the
time given to each task or the total time of the session. We
considered that attention activity may be represented by a
pointing task to reach a visual target in different contexts
and with a particular accuracy by avoiding obstacles.
The game level
We defined different scenarios through game levels (in
various worlds) that are dynamically generated at the start
of the game session. Each game level imports its own
targets’ aesthetics and logics in the scenario. Figure 1
shows three examples of game levels:
 Zoo level: The objective is to rescue animals while
avoiding insects and monsters.
 Card level: The player is asked to memorize card
positions and find similarities according to their details
and colors.
 Space level: The player has to fire all strange creatures
that may attack the earth while avoiding space stations.
At the generation step, each game level may uses different
game elements. For example, in a zoo level scenario, the
targets may be bees and the obstacles are flies. In a second
scenario, the targets may be cats and the obstacles are
monsters. In addition, the characters are used in the game to
create a variety of storylines and guidance to progress in the
game.
      </p>
      <p>PERSONALIZATION
The general personalization process is shown in Figure 2.
At the beginning of each game session, the player can
evaluate her attention by obtaining a daily score of her
attention. This score is used to build the player’s profile and
consequently personalize the game to the player’s current
abilities and training needs. In particular, the number of
successful targets found, including the presence of
obstacles, the mean time on task as well as the total time to
complete an exercise were collected to compute an attention
score.</p>
      <p>
        In our previous work [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] we developed a set of assessment
exercises of the attention following the Test of Everyday
Attention for Children (TEA-Ch), a short WISC-I11
attention test adapted to children [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. We dealt with the
issue of the transparency of the user model and its influence
on user’s learning. These assessment exercises were
included in Keep attention game. The players are asked to
select targets (images) in different contexts, while adding
obstacles (distractors), and a timeout.
      </p>
      <p>Once the profile is updated, the difficulty adjustment
module makes decision about the difficulty of suggested
tasks of each game level using a rule based system. Rules
depend on general attention tasks’ parameters such as: the
number of targets, the presence of obstacles and the
timeout. The decisions on difficulty are used then by the
game level generator to set up the different game levels and
goals, selected for training with adapted difficulty.
Finally, the tutors and experts may update the game as well
as the difficulty parameters at their request. They also can
configure the attention evaluation process by adding their
models used to compute the attention score. This may help
also researchers to build models from empirical data and
make decisions on learning to enhance the individuals’
attention.</p>
      <p>
        PILOT EXPERIMENT
Eleven children aged between 8 and 11 participated to a
primary pilot study to evaluate their experience when
playing Keep Attention game. Participants performed the
attention assessment exercises then played the game. At the
end of the session, they answered the Game Experience
Questionnaire - Core [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] using a scale of five choices &lt;0:
not at all; 1: slightly; 2: moderately; 3: fairly; 4:
extremely&gt;. Subjects were also asked at the beginning of
the experience about their general information and their
perception of attention level in daily activities.
      </p>
      <p>We also recorded the subjects’ performances from the
assessment exercises, such as the ratio of reached targets in
each exercise and the mean time on tasks, to determine their
attention level score. We analyzed questionnaire core data
components, especially the competence, the challenge, the
positive and the negative effect of the game.</p>
      <p>The results of this pilot experiment show that the
participants found the game personalized to their abilities.
They realized that the game objectives were clear and the
scenario follows their performances. They reported that the
difficulty was adapted to their abilities (2.34 + 0.34) and the
level of perceived challenge was balanced (2.29+0.68).
Moreover, subjects were aware about their attention level
provided by the guidance in the game and most of them
asked to repeat the experience to enhance their scores. The
difference between the perceived attention level recorded
before the experience and the attention score recorded from
their performances was not significant. Finally, most
players enjoyed the game and found it engaging
(3.33+0.43).</p>
      <p>CONCLUSION
We presented in this paper Keep Attention, a serious game
designed to assess visual attention and to personalize the
training experience to children. The objective of this game
on one side is to help tutors to get quantitative data about
children attention abilities in order to prevent attention
decline and diseases. On the other side, the game may be
played by children with different attention abilities,
including players with attention deficits or troubles, to
provide them with a personalized experience according to
their training needs.</p>
      <p>We focused on a task-oriented design framework that
considers that the training objectives are independent from
the game elements. This design framework helps us to
develop various game worlds that are personalized to
players. In particular, the personalization concerns the
training tasks by dynamically adapting their difficulty
according to players’ performances in the assessment
exercises and during the game. It also allows balancing
dynamically the game goals between learning and fun
according to the players’ progression which may increase
their engagement.</p>
      <p>The results of the primary pilot experiment show that the
players find the game personalized to their abilities. It will
be important to study in future work, the effect of the
serious game on players’ attention with a large number of
participants. We will evaluate, in particular, the
personalization technique and the effect of dynamic goal
settings on players’ learning and motivation.</p>
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