Contextual Design: Defining Customer-Centered Systems
Contextual Design: Defining Customer-Centered Systems
Tailoring virtual reality technology for stroke rehabilitation: a human factors design
CHI '06 Extended Abstracts on Human Factors in Computing Systems
Computers in Human Behavior
Proceedings of the 8th International Conference on Interaction Design and Children
Constraint-muse: a soft-constraint based system for music therapy
CALCO'09 Proceedings of the 3rd international conference on Algebra and coalgebra in computer science
Digital games for physical therapy: fulfilling the need for calibration and adaptation
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Mixed reality as a means to strengthen post-stroke rehabilitation
Proceedings of the 2011 international conference on Virtual and mixed reality: systems and applications - Volume Part II
Boneshaker: a generic framework for building physical therapy games
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Potentials of a low-cost motion analysis system for exergames in rehabilitation and sports medicine
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
Design of tangible games for children undergoing occupational and physical therapy
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Developing serious games for children with cerebral palsy: case study and pilot trial
Proceedings of the 24th Australian Computer-Human Interaction Conference
Supporting therapists in motion-based gaming for brain injury rehabilitation
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
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This paper describes a user and task analysis that was conducted in order to examine the role of therapists in the use of video games in therapy. The results show that video games were used often, but improvements could be made to make them more effective for the therapist. From these results recommendations for video game design were derived. Recommendations include that a therapeutic video game should be easy to startup and configure, should allow the therapist to support a patient during play, and should support the therapist in tracking a patient's performance.