Flow in games (and everything else)
Communications of the ACM
Serious Games for Upper Limb Rehabilitation Following Stroke
VS-GAMES '09 Proceedings of the 2009 Conference in Games and Virtual Worlds for Serious Applications
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Videogames in therapy: a therapist's perspective
Proceedings of the 3rd International Conference on Fun and Games
Limber: DIY wearables for reducing risk of office injury
Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction
Design of an exergaming station for children with cerebral palsy
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
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
The NAO models for the elderly
Proceedings of the 8th ACM/IEEE international conference on Human-robot interaction
Designing action-based exergames for children with cerebral palsy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
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
Skweezee studio: turn your own plush toys into interactive squeezable objects
Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction
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With the advent of computer games involving the movement of the player's whole body or body parts, an opportunity arises to develop games for people with motor disabilities. In this paper we present four minigames developed for people suffering from spasticity and loss of motor control. We thereby focus on the input devices, sensor signal processing and mapping of players' actions on events in the game. In order to adapt the game to the player's motor skills and goals, specific attention should be paid to calibration procedures and adjustable parameters. We illustrate how this can be done and simultaneously, we demonstrate the feasibility for the development of digital games for physical therapy with currently available commercial input devices.