Effective game use in neurorehabilitation: User-centered perspectives

Joel C. Perry*, Julien Andureu, Francesca Irene Cavallaro, Jan Veneman, Stefan Carmien, Thierry Keller

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

30 Citations (Scopus)

Abstract

Games possess highly favourable attributes to bring to the field of neurorehabilitation by means of providing motivation and goal-directed exercise tasks. For the use of games to be effectively integrated in the commercial and clinical rehabilitation marketplace, it is necessary that a unified and comprehensive rehabilitation gaming platform be developed following principles of user-centered design. The needed platform must contain compatible modules for the planning and execution of treatment as well as progress assessment, and its development must take into consideration the needs and viewpoints of the involved stakeholders and the required supporting factors, including: patient, prescriber, therapist, care-provider, family, clinic, as well as supporting scientific evidence, technology, and policy. A proposed platform and needed components are explained and an example prototype rehabilitation platform is provided for discussion.

Original languageEnglish
Title of host publicationHandbook of Research on Improving Learning and Motivation through Educational Games
Subtitle of host publicationMultidisciplinary Approaches
PublisherIGI Global
Pages682-725
Number of pages44
Volume2-2
ISBN (Electronic)9781609604967
ISBN (Print)1609604954, 9781609604950
DOIs
Publication statusPublished - 30 Apr 2011

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