Skip to main content

Gamers against All Odds

  • Conference paper

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 5670))

Abstract

The goal of the project presented in this paper is to enable motor rehabilitation to stroke patients in their home environment and to utilise game enjoyment to achieve frequent training. Stroke patients have an average age above 70 years, which implies that they typically do not belong to a gaming generation. In addition, these patients suffer from motor, and many times cognitive impairments, which make traditional games extremely difficult to use. Nearly all work in this area has been conducted in a clinic environment where it is possible to overcome some of these difficulties by letting professionals assist and guide patients.

In this paper, we present the challenges faced, the system itself and the result from a study where five patients were equipped with a game console in their homes for five weeks. The focus of this paper is on analysing the gaming behaviour of patients, which includes the amount of time they spent, the type of games they selected and their comments on the gaming experience. The conclusion from this analysis is that their behaviour resembles that of gamers. They spent significant voluntary time, and it has been possible for patients, with no prior experience of computer games, to enjoy gaming in their homes where they had no professional assistance.

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

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   89.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   119.99
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

Learn about institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Michael, D., Chen, S.: Serious games: Games that educate, train, and inform. Thomson Course Technology, Boston (2006)

    Google Scholar 

  2. Koster, R.: Theory of fun for game design. Paraglyph, Scottsdale (2004)

    Google Scholar 

  3. Vorderer, P., Hartmann, T., Klimmt, C.: Explaining the enjoyment of playing video games: the role of competition. In: Entertainment Comp., pp. 1–9. ACM, Pittsburgh (2003)

    Google Scholar 

  4. Desurvire, H., Caplan, M., Toth, J.A.: Using heuristics to evaluate the playability of games. In: CHI 2004, pp. 1509–1512. ACM, New York (2004)

    Google Scholar 

  5. Murray, J.H.: Hamlet on the Holodeck: The Future of Narrative in Cyberspace. MIT Press, Cambridge (1998)

    Google Scholar 

  6. Eskelinen, M.: The Gaming Situation. Game Studies 1(1) (2001)

    Google Scholar 

  7. Sweetser, P., Wyeth, P.: GameFlow: a model for evaluating player enjoyment in games. Computers in Entertainment 3(3) (2005)

    Google Scholar 

  8. Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2003)

    Google Scholar 

  9. British Broadcasting Corporation. Gamers in the UK. BBC survey (2005)

    Google Scholar 

  10. Bosser, A.-G., Nakatsu, R.: Hardcore Gamers and Casual Gamers Playing Online Together. In: Harper, R., Rauterberg, M., Combetto, M. (eds.) ICEC 2006. LNCS, vol. 4161, pp. 374–377. Springer, Heidelberg (2006)

    Chapter  Google Scholar 

  11. Parks Associates. Survey Reveals U.S. Gamer Market is Diversifying. Press Release (2006)

    Google Scholar 

  12. Wikipedia, http://en.wikipedia.org/wiki/Gamer

  13. Docampo Rama, M.: Technology Generations Handling Complex User Interfaces. PhD dissertation, Eindhoven University of Technology, Eindhoven, The Netherlands (2001)

    Google Scholar 

  14. Prensky, M.: Digital Natives, Digital Immigrants. In: On the Horizon, vol. 9(5). MCB University Press (2001)

    Google Scholar 

  15. Bryce, J., Rutter, J.: Killing Like a Girl: Gendered Gaming and Girl Gamers’ Visibility. In: Mayra, F. (ed.) Computer Games and Digital Cultures Conference Proceedings, pp. 243–255. Tampere University Press, Finland (2002)

    Google Scholar 

  16. Rizzo, A., Kim, G.J.: A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy. Presence 14(2), 119–146 (2005)

    Article  Google Scholar 

  17. Flynn, S., Palma, P., Bender, A.: Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report. Journal of Neurologic Physical Therapy 31(4), 180–189 (2007)

    Article  Google Scholar 

  18. Goude, D., Björk, S., Rydmark, M.: Game design in virtual reality systems for stroke rehabilitation. Studies in health technology and informatics 125, 146–148 (2007)

    Google Scholar 

  19. Broeren, J.: Virtual Rehabilitation – Implications for Persons with Stroke. Doctoral thesis, The Sahlgrenska Academy at Göteborg University, Sweden (2007)

    Google Scholar 

  20. Wood, S.R., Murillo, N., Bach-y-Rita, P., Leder, R.S., Marks, J.T., Page, S.J.: Motivating, Game-Based Stroke Rehabilitation: A Brief Report. Topics in Stroke Rehabilitation 10(2), 134–140 (2003)

    Article  Google Scholar 

  21. IJsselsteijn, W., Nap, H.H., de Kort, Y., Poels, K.: Digital game design for elderly users. In: Conference on Future Play, pp. 17–22. ACM, New York (2007)

    Chapter  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Alklind Taylor, AS., Backlund, P., Engström, H., Johannesson, M., Lebram, M. (2009). Gamers against All Odds. In: Chang, M., Kuo, R., Kinshuk, Chen, GD., Hirose, M. (eds) Learning by Playing. Game-based Education System Design and Development. Edutainment 2009. Lecture Notes in Computer Science, vol 5670. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-03364-3_1

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-03364-3_1

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-03363-6

  • Online ISBN: 978-3-642-03364-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics