Serious games: are they part of the solution in the domain of cognitive rehabilitation?

  • Authors:
  • Artemisa Rocha Dores;Irene Palmares Carvalho;Fernando Barbosa;Isabel Almeida;Sandra Guerreiro;Miguel Leitã/o;Liliana de Sousa;Alexandre Castro-Caldas

  • Affiliations:
  • Instituto de Ciê/ncias Biomé/dicas Abel Salazar, Universidade do Porto (ICBAS-UP), Portugal;Faculdade de Medicina, Universidade do Porto (FMUP), Portugal;Fac. de Psicologia e Ciê/ncias da Educa$#231/ã/o, Univ. do Porto (FPCEUP), Portugal;Centro de Reabilita$#231/ã/o Profissional de Gaia (CRPG), Portugal;Centro de Reabilita$#231/ã/o Profissional de Gaia (CRPG), Portugal;Instituto Superior de Engenharia do Porto, Inst. Polité/cnico do Porto (ISEP-IPP), Portugal;Instituto de Ciê/ncias Biomé/dicas Abel Salazar, Universidade do Porto (ICBAS-UP), Portugal;Instituto de Ciê/ncias da Saú/de, Universidade Cató/lica Portuguesa (ICS-UCP), Portugal

  • Venue:
  • SGDA'11 Proceedings of the Second international conference on Serious Games Development and Applications
  • Year:
  • 2011

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Abstract

Serious Games are in increasing use for serious purposes, such as health. Particularly in the field of cognitive rehabilitation, they can offer new solutions that are fun, user-friendly and goal-directed. In this study, a prototype rehabilitation platform is presented, aimed at intervening in executive functioning and other related cognitive functions in patients with Acquired Brain Injury. It was tested in three studies investigating patients' satisfaction and performance in a virtual environment using 2D computer-screen or 3D projection-screen approaches, and patients' satisfaction with the virtual reality (VR) program regarding its usability and role in motivation to participate in the rehabilitation process. Contributing to the final version of the program, results in our pilot-studies are promising, supporting the usability of the VR program and showing its relevance in subjects' motivation to participate in the rehabilitation process.