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Use of serious games for motivational balance rehabilitation of cerebral palsy patients

Published: 24 October 2011 Publication History

Abstract

Research studies show that serious games help to motivate users in rehabilitation and therapy is better when users are motivated. In this work we experiment with serious games for cerebral palsy patients, who rarely show capacity increases with therapy which causes them demotivation. For this reason, we have implemented balance rehabilitation video games for this group of patients. The video games were developed using the prototype development paradigm, respecting the requirements indicated by physiotherapists and including desirable features for rehabilitation serious games presented in the literature. A set of patients who abandoned therapy last year due to loss of motivation, has tested the video game for a period of 6 months. Whilst using the video game no patients have abandoned therapy, showing the appropriateness of games for this kind of patients.

References

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J. W. Burke, M. D. J. McNeill, D. K. Charles, P. J. Morrow, J. H. Crosbie, and S. M. McDonough. Optimising engagement for stroke rehabilitation using serious games. The Visual Computer, 25(12):1085--1099, 2009.
[2]
N. Maclean, P. Pound, C. Wolfe, and A. Rudd. The concept of patient motivation: a qualitative analysis of stroke professionals' attitudes. Stroke, 33(2):444, 2002.
[3]
P. Rego, P. M. Moreira, and L. P. Reis. Serious games for rehabilitation: A survey and a classification towards a taxonomy. In Information Systems and Technologies (CISTI), 2010 5th Iberian Conference on, pages 1--6. IEEE.
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J. Varona, A. Jaume-i Capó, J. Gonzalez, and F.J. Perales. Toward natural interaction through visual recognition of body gestures in real-time. Interacting with Computers, 21(1-2):3--10, 2009.

Cited By

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  • (2022)A guideline proposal for minimizing cybersickness in VR-based serious games and applications2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH54908.2022.9978552(1-8)Online publication date: 10-Aug-2022
  • (2020)The Practical Work of Ensuring Effective Use of Serious Games in a Rehabilitation Clinic: A Qualitative StudyJMIR Rehabilitation and Assistive Technologies10.2196/154287:1(e15428)Online publication date: 21-Feb-2020
  • (2019)Proof of Concept: Using Reinforcement Learning agent as an adversary in Serious Games2019 IEEE International Work Conference on Bioinspired Intelligence (IWOBI)10.1109/IWOBI47054.2019.9114431(000111-000116)Online publication date: Jul-2019
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      cover image ACM Conferences
      ASSETS '11: The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
      October 2011
      348 pages
      ISBN:9781450309202
      DOI:10.1145/2049536

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      Published: 24 October 2011

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      Author Tags

      1. rehabilitation
      2. serious games
      3. video games
      4. vision-based interfaces

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      View all
      • (2022)A guideline proposal for minimizing cybersickness in VR-based serious games and applications2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)10.1109/SEGAH54908.2022.9978552(1-8)Online publication date: 10-Aug-2022
      • (2020)The Practical Work of Ensuring Effective Use of Serious Games in a Rehabilitation Clinic: A Qualitative StudyJMIR Rehabilitation and Assistive Technologies10.2196/154287:1(e15428)Online publication date: 21-Feb-2020
      • (2019)Proof of Concept: Using Reinforcement Learning agent as an adversary in Serious Games2019 IEEE International Work Conference on Bioinspired Intelligence (IWOBI)10.1109/IWOBI47054.2019.9114431(000111-000116)Online publication date: Jul-2019
      • (2018)Games Used With Serious Purposes: A Systematic Review of Interventions in Patients With Cerebral PalsyFrontiers in Psychology10.3389/fpsyg.2018.017129Online publication date: 19-Sep-2018
      • (2018)Experiences During a Psychoeducational Intervention Program Run in a Pediatric Ward: A Qualitative StudyFrontiers in Pediatrics10.3389/fped.2018.001246Online publication date: 1-May-2018
      • (2018)PROGame: A process framework for serious game development for motor rehabilitation therapyPLOS ONE10.1371/journal.pone.019738313:5(e0197383)Online publication date: 16-May-2018
      • (2018)Application of virtual reality for the treatment of Strabismus and Amblyopia2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH.2018.8401357(1-7)Online publication date: May-2018
      • (2016)Juegos serios para la prevención de caídas en personas mayores mediante el uso de dispositivos RGBDProceedings of the XXVI Spanish Computer Graphics Conference10.5555/3056989.3057008(95-100)Online publication date: 13-Sep-2016
      • (2016)Effectiveness of Exercise on Functional Mobility in Adults with Cerebral Palsy: A Systematic ReviewPhysiotherapy Canada10.3138/ptc.2015-38LHC68:4(398-407)Online publication date: Nov-2016
      • (2016)A Process Framework for Serious Games Development for Motor Rehabilitation TherapyProceedings of the XVII International Conference on Human Computer Interaction10.1145/2998626.2998638(1-2)Online publication date: 13-Sep-2016
      • Show More Cited By

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