TY - GEN
T1 - Games as systems for rehabilitation
T2 - 53rd Annual Hawaii International Conference on System Sciences, HICSS 2020
AU - Bayrak, A. Tece
AU - Wünsche, Burkhard C.
AU - Reading, Stacey A.
AU - Lutteroth, Christof
N1 - Publisher Copyright:
© 2020 IEEE Computer Society. All rights reserved.
PY - 2020
Y1 - 2020
N2 - Games are of interest for health interventions including but not limited to physical activity and rehabilitation, behavior change, motor-cognitive training, and mood elevation. Despite increased interest in using games to produce positive health outcomes, the development or selection process of games, or their suitability for a target demographic in a context of health and rehabilitation, remains ad-hoc. As a result, game-based interventions lacking application specificity produce variable outcomes that obscure the true treatment effect of game-based therapies. To address this issue, we present a design strategy for game-based rehabilitation that uses a player-centric approach to develop/select games for specific contexts such as for improving functional deficits in patients with Parkinson's disease. This strategy establishes a relationship between the exercise rehabilitation regimen and gameplay by incorporating the rehabilitation requirements, patient condition, and player affordances, into the game world. In addition, we present guiding questions to support the application of the design strategy for improving the effectiveness of game-based rehabilitations.
AB - Games are of interest for health interventions including but not limited to physical activity and rehabilitation, behavior change, motor-cognitive training, and mood elevation. Despite increased interest in using games to produce positive health outcomes, the development or selection process of games, or their suitability for a target demographic in a context of health and rehabilitation, remains ad-hoc. As a result, game-based interventions lacking application specificity produce variable outcomes that obscure the true treatment effect of game-based therapies. To address this issue, we present a design strategy for game-based rehabilitation that uses a player-centric approach to develop/select games for specific contexts such as for improving functional deficits in patients with Parkinson's disease. This strategy establishes a relationship between the exercise rehabilitation regimen and gameplay by incorporating the rehabilitation requirements, patient condition, and player affordances, into the game world. In addition, we present guiding questions to support the application of the design strategy for improving the effectiveness of game-based rehabilitations.
UR - http://www.scopus.com/inward/record.url?scp=85100622587&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:85100622587
T3 - Proceedings of the Annual Hawaii International Conference on System Sciences
SP - 3470
EP - 3479
BT - Proceedings of the 53rd Annual Hawaii International Conference on System Sciences, HICSS 2020
A2 - Bui, Tung X.
PB - IEEE Computer Society
Y2 - 7 January 2020 through 10 January 2020
ER -