GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Proceedings of the ACM symposium on Virtual reality software and technology
Tailoring virtual reality technology for stroke rehabilitation: a human factors design
CHI '06 Extended Abstracts on Human Factors in Computing Systems
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Sensor networks as video game input devices
Future Play '07 Proceedings of the 2007 conference on Future Play
A dynamic decision network framework for online media adaptation in stroke rehabilitation
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Improving patient motivation in game development for motor deficit rehabilitation
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Serious Games for Upper Limb Rehabilitation Following Stroke
VS-GAMES '09 Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications
Optimising engagement for stroke rehabilitation using serious games
The Visual Computer: International Journal of Computer Graphics - Special Issue: Serious Games and Virtual Worlds
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Facilitating continuity: exploring the role of digital technology in physical rehabilitation
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Stroke therapy through motion-based games: a case study
Proceedings of the 12th international ACM SIGACCESS conference on Computers and accessibility
Workshop on interaction techniques in real and simulated assistive smart environments
AmI'10 Proceedings of the First international joint conference on Ambient intelligence
Digital games for physical therapy: fulfilling the need for calibration and adaptation
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Stroke Therapy through Motion-Based Games: A Case Study
ACM Transactions on Accessible Computing (TACCESS)
Accessibility of 3D game environments for people with Aphasia: an exploratory study
The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
Designing games to educate diabetic children
Proceedings of the 23rd Australian Computer-Human Interaction Conference
Integrating physiotherapy with everyday life: exploring the space of possibilities through ReHandles
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Motion-Based games for parkinson's disease patients
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Reducing compensatory motions in video games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Senior designers: empowering seniors to design enjoyable falls rehabilitation tools
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
User needs for technology supporting physical activity in chronic pain
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Boneshaker: a generic framework for building physical therapy games
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Create'10 Proceedings of the 2010 international conference on The Interaction Design
Presence: Teleoperators and Virtual Environments
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Role and quality of communication in collaborative training for Multiple Sclerosis patients
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments
User centred approach for home environment designing
Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments
International Journal of Ambient Computing and Intelligence
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Exploring & designing tools to enhance falls rehabilitation in the home
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Supporting therapists in motion-based gaming for brain injury rehabilitation
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Tangible games for stroke rehabilitation with digital box and blocks test
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Leveraging Web 2.0 and consumer devices for improving elderlies' health
HIKM '11 Proceedings of the Fourth Australasian Workshop on Health Informatics and Knowledge Management - Volume 120
Embracing calibration in body sensing: using self-tweaking to enhance ownership and performance
Proceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing
The effects of VEs on mobility impaired users: presence, gait, and physiological response
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
Adaptive difficulty in exergames for Parkinson's disease patients
Proceedings of Graphics Interface 2013
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Proceedings of the 7th International Conference on Pervasive Computing Technologies for Healthcare
Helping therapists make evidence-based decisions about commercial motion gaming
ACM SIGACCESS Accessibility and Computing
BCS-HCI '13 Proceedings of the 27th International BCS Human Computer Interaction Conference
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Stroke is the leading cause of long term disability among adults in industrialized nations. The partial paralysis that stroke patients often experience can make independent living difficult or impossible. Research suggests that many of these patients could recover by performing hundreds of daily repetitions of motions with their affected limbs. Yet, only 31% of patients perform the exercises recommended by their therapists. Home-based stroke rehabilitation games may help motivate stroke patients to perform the necessary exercises to recover. In this paper, we describe a formative study in which we designed and user tested stroke rehabilitation games with both stroke patients and therapists. We describe the lessons we learned about what makes games useful from a therapeutic point of view.