Why do people play on-line games? an extended TAM with social influences and flow experience
Information and Management
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
A SWOT analysis of the field of virtual reality rehabilitation and therapy
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
A virtual reality-based exercise system for hand rehabilitation post-stroke
Presence: Teleoperators and Virtual Environments - Special issue: Virtual rehabilitation
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
The Birth of Elinor: A Collaborative Development of a Game Based System for Stroke Rehabilitation
VIZ '09 Proceedings of the 2009 Second International Conference in Visualisation
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Evaluation of Usefulness of the Elinor Console for Home-Based Stroke Rehabilitation
VS-GAMES '11 Proceedings of the 2011 Third International Conference on Games and Virtual Worlds for Serious Applications
User acceptance of hedonic information systems
MIS Quarterly
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This paper reports the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors as well as its rehabilitation effect. This paper reports the findings from the whole project. To summarize the results, we find that game factors can be used to enhance motivation for rehabilitation. We had positive results with respect to many of the rehabilitation measurements employed. For example, the assessment of motor and process skills was positive as were also the self-reported improvements in daily activities. Furthermore, it seems that an increased self-efficacy with respect to the belief that the treatment can have an effect is positive and expected to increase motivation to undergo necessary rehabilitation. The usability and perceived usefulness of the system were also positively evaluated and the subjects expressed a positive attitude towards the system as well as a belief in its usefulness.