Skip to main content

Game Design for Acquired Brain Injury Cognitive Rehabilitation: A Conceptual Framework

  • Conference paper
Advances in Visual Informatics (IVIC 2013)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 8237))

Included in the following conference series:

Abstract

Acquired brain injury, such as traumatic brain injury and stroke, is the leading cause of long term disabilities in most countries. In rehabilitation, two critical issues are the increasing number of patients and heterogeneity of impairments lead to limit human resources, facilities resulting in high cost of rehabilitation treatment; and the patients’ perceptions that traditional rehabilitation exercises are boring which lead them to neglect the prescribed exercises. Currently, there is no specific standard and guideline to deliver feasible and effective game-based rehabilitation intervention. Hence, in this paper, a conceptual framework is proposed to guide the designing of effective and efficient games for acquired brain injury cognitive rehabilitation. The conceptual framework is developed by investigating serious games and rehabilitation related frameworks and literatures.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. LoPresti, E.F., Bodine, C., Lewis, C.: Assistive technology for cognition [Understanding the Needs of Persons with Disabilities]. IEEE Engineering in Medicine and Biology Magazine 27, 29–39 (2008)

    Article  Google Scholar 

  2. Carmien, S., DePaula, R., Gorman, A., Kintsch, A.: Increasing workplace independence for people with cognitive disabilities by leveraging distributed cognition among caregivers and clients. In: Proceedings of the International ACM SIGGROUP Conference on Supporting Group Work, pp. 95–104. ACM (2003)

    Google Scholar 

  3. Koenig, S.: Individualized Virtual Reality Rehabilitation after Brain Injuries. PhD in Human Interface Technology. College of Engineering, University of Canterbury (2012)

    Google Scholar 

  4. Perry, J.C., Andureu, J., Cavallaro, F.I., Veneman, J., Carmien, S., Keller, T.: Effective game use in neurorehabilitation: user-centered perspectives. In: Handbook of Research on Improving Learning and Motivation through Educational Games. IGI Global (2010)

    Google Scholar 

  5. Tagliaferri, F., Compagnone, C., Korsic, M., Servadei, F., Kraus, J.: A systematic review of brain injury epidemiology in Europe. Acta Neurochirurgica 148, 255–268 (2006)

    Article  Google Scholar 

  6. Panic, A.S.: Addressing patient motivation in virtual reality based neurocognitive rehabilitation. BA Thesis, Hogere Technische School Arnheim, Arnheim (2010)

    Google Scholar 

  7. Doidge, N., Bond, J.: The brain that changes itself. Brilliance Audio (2008)

    Google Scholar 

  8. Burdea, G.: Virtual rehabilitation-benefits and challenges. Methods of Information in Medicine-Methodik der Information in der Medizin 42, 519–523 (2003)

    Google Scholar 

  9. Maclean, N., Pound, P., Wolfe, C., Rudd, A.: The concept of patient motivation. Stroke 33, 444–448 (2002)

    Article  Google Scholar 

  10. Burke, J., McNeill, M., Charles, D., Morrow, P., Crosbie, J., McDonough, S.: Designing engaging, playable games for rehabilitation. In: Proc. 8th Intl Conf. on Disability, Virtual Reality and Assoc. Technologies, Viña del Mar/Valparaíso, Chile, pp. 195–201 (August 2010)

    Google Scholar 

  11. Alankus, G., Lazar, A., May, M., Kelleher, C.: Towards customizable games for stroke rehabilitation. In: The 28th International Conference on Human Factors in Computing Systems, pp. 2113–2122. ACM (2010)

    Google Scholar 

  12. Rizzo, A.S., Kim, G.J.: A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence: Teleoperators & Virtual Environments 14, 119–146 (2005)

    Article  Google Scholar 

  13. Burke, J.W., McNeill, M., Charles, D., Morrow, P., Crosbie, J., McDonough, S.: Serious games for upper limb rehabilitation following stroke. In: Conference in Games and Virtual Worlds for Serious Applications, VS-GAMES 2009, pp. 103–110. IEEE (2009)

    Google Scholar 

  14. Hays, R.T.: The effectiveness of instructional games: A literature review and discussion. DTIC Document (2005)

    Google Scholar 

  15. Garris, R., Ahlers, R., Driskell, J.E.: Games, motivation, and learning: A research and practice model. Simulation & Gaming 33, 441–467 (2002)

    Article  Google Scholar 

  16. Oates, J., Weston, W.W., Jordan, J.: The impact of patient-centered care on outcomes. Fam. Pract. 49, 796–804 (2000)

    Google Scholar 

  17. Scherer, M.J., Glueckauf, R.: Assessing the benefits of assistive technologies for activities and participation. Rehabilitation Psychology 50, 132–141 (2005)

    Article  Google Scholar 

  18. Zhang-Farrelly, J.: What are service providers’ perceptions about the use and need of assistive technology by people in Ireland with intellectual disability in the context of providing a person centered service? (2011)

    Google Scholar 

  19. Mattheiss, E., Kickmeier-Rust, M., Steiner, C., Albert, D.: Motivation in Game-Based Learning: It’s More than ‘Flow’. In: Lernen im Digitalen Zeitalter, Potsdam, pp. 77–84 (2009)

    Google Scholar 

  20. Steiner, W.A., Ryser, L., Huber, E., Uebelhart, D., Aeschlimann, A., Stucki, G.: Use of the ICF model as a clinical problem-solving tool in physical therapy and rehabilitation medicine. Physical Therapy 82, 1098–1107 (2002)

    Google Scholar 

  21. Pimentel, É.M.L.: Role of neuropsychological assessment in the differential diagnosis of Alzheimer’s disease and vascular dementia. Dementia & Neuropsychologia 3(3), 214–221 (2009)

    MathSciNet  Google Scholar 

  22. Tsaousides, T., Gordon, W.A.: Cognitive rehabilitation following traumatic brain injury: assessment to treatment. Mount Sinai Journal of Medicine: A Journal of Translational and Personalized Medicine 76, 173–181 (2009)

    Article  Google Scholar 

  23. Panic, A.S.: Research Project: Virtual Reality Based Neurocognitive Rehabilitation. Delft University of Technology (2010)

    Google Scholar 

  24. Rosenbaum, P., Stewart, D.: The World Health Organization International Classification of Functioning, Disability, and Health: a model to guide clinical thinking, practice and research in the field of cerebral palsy. In: Seminars in Pediatric Neurology, pp. 5–10. Elsevier (2004)

    Google Scholar 

  25. Belchior, P.D.C.: Cognitive training with video games to improve driving skills and driving safety among older adults. University of Florida (2007)

    Google Scholar 

  26. Karlsson, P.: ICF: a guide to assistive technology decision-making. In: ARATA 2010 National Conference, Hobart, Tasmania (2010), http://www.arata.org.au/arataconf10 (retrieved)

  27. Wilson, K.A., Bedwell, W.L., Lazzara, E.H., Salas, E., Burke, C.S., Estock, J.L., Orvis, K.L., Conkey, C.: Relationships Between Game Attributes and Learning Outcomes Review and Research Proposals. Simulation & Gaming 40, 217–266 (2009)

    Article  Google Scholar 

  28. Scherer, M., Jutai, J., Fuhrer, M., Demers, L., Deruyter, F.: A framework for modelling the selection of assistive technology devices (ATDs). Disability & Rehabilitation: Assistive Technology 2, 1–8 (2007)

    Article  Google Scholar 

  29. Jaeggi, S.M., Buschkuehl, M., Jonides, J., Shah, P.: Short-and long-term benefits of cognitive training. Proceedings of the National Academy of Sciences 108, 10081–10086 (2011)

    Article  Google Scholar 

  30. Tam, S.: An Environment for Stroke Therapy Game Authoring (2010)

    Google Scholar 

  31. Torrente, J., Moreno-Ger, P., Fernández-Manjón, B., Sierra, J.L.: Instructor-oriented authoring tools for educational videogames. In: Eighth IEEE International Conference on Advanced Learning Technologies, ICALT 2008, pp. 516–518. IEEE (2008)

    Google Scholar 

  32. Elaklouk, A.M., Zin, N.A.M.: Games for cognitive rehabilitation. In: 5th International Conference on Computer Games Multimedia and Allied Technology (2012a)

    Google Scholar 

  33. Elaklouk, A.M., Zin, N.A.M.: Requirements for game-based cognitive intervention system for acquired brain Injury. The GSTF Journal on Computing, JoC (2012b)

    Google Scholar 

  34. Kearney, P., Pivec, M.: Recursive Loops of Game-Based Learning: a Conceptual model. In: World Conference on Educational Multimedia, Hypermedia and Telecommunications, pp. 2546–2553 (2007)

    Google Scholar 

  35. Kolb, D.A.: Experiential learning: Experience as the source of learning and development. Prentice-Hall, Englewood Cliffs (1984)

    Google Scholar 

  36. Paras, B.: Game, motivation, and effective learning: An integrated model for educational game design (2005)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer International Publishing Switzerland

About this paper

Cite this paper

Elaklouk, A.M., Mat Zin, N.A., Shapii, A. (2013). Game Design for Acquired Brain Injury Cognitive Rehabilitation: A Conceptual Framework. In: Zaman, H.B., Robinson, P., Olivier, P., Shih, T.K., Velastin, S. (eds) Advances in Visual Informatics. IVIC 2013. Lecture Notes in Computer Science, vol 8237. Springer, Cham. https://doi.org/10.1007/978-3-319-02958-0_21

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-02958-0_21

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-02957-3

  • Online ISBN: 978-3-319-02958-0

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics