Considerations for the design of exergames
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
Improving patient motivation in game development for motor deficit rehabilitation
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Optimising engagement for stroke rehabilitation using serious games
The Visual Computer: International Journal of Computer Graphics - Special Issue: Serious Games and Virtual Worlds
Towards customizable games for stroke rehabilitation
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Adaptive virtual reality games for rehabilitation of motor disorders
UAHCI'07 Proceedings of the 4th international conference on Universal access in human-computer interaction: ambient interaction
Fundamentals of Game Design
Digital games for physical therapy: fulfilling the need for calibration and adaptation
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Designing and evaluating digital games for frail elderly persons
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Motion-Based games for parkinson's disease patients
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Full-body motion-based game interaction for older adults
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Parkinson's disease (PD) patients can benefit from regular physical exercises which may ease their symptoms and can slow down the progression of the disease. Motion-based video games can provide motivation to carry out the often repetitive exercises, as long as they establish a suitable balance between the level of difficulty and each player's skills. We present an adaptive game system concept, which is based on separate difficulty parameters for speed, accuracy and range of motion. We then describe the heuristic performance-evaluation and adjustment mechanisms in a prototypical implementation which was applied in a case study with three PD patients over a period of three weeks. Results indicate that the system facilitated a challenging yet suitable game experience and a detailed analysis of the results informed a number of follow-up research questions for future research.