Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Jogging over a distance: the influence of design in parallel exertion games
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Serious games for health: personalized exergames
Proceedings of the international conference on Multimedia
Exergames for adult users: a preliminary pilot study
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Digital games for physical therapy: fulfilling the need for calibration and adaptation
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Use of serious games for motivational balance rehabilitation of cerebral palsy patients
The proceedings of the 13th international ACM SIGACCESS conference on Computers and accessibility
Filtering joystick data for shooter design really matters
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Liberi and the racer bike: exergaming technology for children with cerebral palsy
Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
Designing action-based exergames for children with cerebral palsy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Button blender: remixing input to improve video game accessibility
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Exergames for children with motor skills problems
ACM SIGACCESS Accessibility and Computing
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We report on the design of a novel station supporting the play of exercise video games (exergames) by children with cerebral palsy (CP). The station combines a physical platform allowing children with CP to provide pedaling input into a game, a standard Xbox 360 controller, and algorithms for interpreting the cycling input to improve smoothness and accuracy of gameplay. The station was designed through an iterative and incremental participatory design process involving medical professionals, game designers, computer scientists, kinesiologists, physical therapists, and eight children with CP. It has been tested through observation of its use, through gathering opinions from the children, and through small experimental studies. With our initial design, only three of eight children were capable of playing a cycling-based game; with the final design, seven of eight could cycle effectively, and six reached energy expenditure levels recommended by the American College of Sports Medicine while pedaling unassisted.