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Effective game use in neurorehabilitation: User-centered perspectives

  • Joel C. Perry*
  • , Julien Andureu
  • , Francesca Irene Cavallaro
  • , Jan Veneman
  • , Stefan Carmien
  • , Thierry Keller
  • *Autor correspondiente de este trabajo
  • Fundación TECNALIA Research & Innovation

Producción científica: Capítulo del libro/informe/acta de congresoCapítulorevisión exhaustiva

30 Citas (Scopus)

Resumen

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.

Idioma originalInglés
Título de la publicación alojadaHandbook of Research on Improving Learning and Motivation through Educational Games
Subtítulo de la publicación alojadaMultidisciplinary Approaches
EditorialIGI Global
Páginas682-725
Número de páginas44
Volumen2-2
ISBN (versión digital)9781609604967
ISBN (versión impresa)1609604954, 9781609604950
DOI
EstadoPublicada - 30 abr 2011

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