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Item Open Access GAMIFICATION OF MEDICAL PROCESSES(СДУ хабаршысы - 2020, 2020) Adilkhan Sh. ; Alimanova M.Abstract. Nowadays, almost all areas of activity are switching to digital format. Medicine is no exception. Treatment is often not the most pleasant process, but it is certainly necessary. In medicine, the use of VR technologies is very popular. They help patients get distracted and immerse themselves in a world where they restore their health during the game. Treatment in the form of games is often more effective than traditional treatment. In this article, we have studied the methods of gamification of rehabilitation after certain diseases. Also, we developed a game prototype for the rehabilitation of hands using Leap Motion technology. Modern games are becoming more and more perfect in terms of game mechanics and content, which makes it possible to use them not only in the gaming industry, but also in the field of medicine.Item Open Access ANALYSIS OF THE KAZAKH CYBER TOURNAMENTS PLATFORM “PINGER.KZ”(СДУ хабаршысы - 2023, 2023) Alimanova M.; Karazhar B. ; Alseitova A. ; Orynbekova K.Abstract. Worldwide experts presume further growth of videogames field and suggest solutions according to the actual statistics. Despite the remarkable successes of the e-athletes from Kazakhstan in a worldwide arena, there is a lack of statistical data on the local cybersport. Therefore, the research was conducted to provide prospective researchers in fields like gamification, eSport and media with actual data. The given scientific paper uses the data collected and analysed from the largest cyber tournament platform in Kazakhstan “Pinger.kz”. The analysed information is about tournaments that took place since the website launched in 2019 to 2021. The libraries of Python for data analysis as BeautifulSoup, requests, matplotlib and Apache tools were used. The aim of the work is to collect and make data analysis for future research. The paper identifies the most popular games among kazakh players in order to use this data in the research on gamification. Parsed data results show the development of the local cybersport and confirm worldwide trends.