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CONTRAST: gamification of arm-hand training for stroke survivors

Published: 27 April 2013 Publication History

Abstract

This paper describes the design of a serious game that supports arm-hand training for stroke survivors aiming to render rehabilitation training enjoyable and sustainable. The design of this game was based on combining well-known game-design principles and principles of task-oriented training. Most importantly the game involves the manipulation of every day physical objects and the game's difficulty is dynamically adapted to the patient's performance. The game was evaluated in actual training with two stroke patients for a period of a week. Their feedback shows the promise of this approach; the study motivates the further development of game content and further extension of adaptability features.

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    cover image ACM Conferences
    CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing Systems
    April 2013
    3360 pages
    ISBN:9781450319522
    DOI:10.1145/2468356
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 27 April 2013

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    Author Tags

    1. arm-hand training
    2. rehabilitation technology
    3. serious game
    4. stroke
    5. tangible embodied interaction

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    CHI EA '13 Paper Acceptance Rate 630 of 1,963 submissions, 32%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2024)Technologies to Support Adaptable Game Design: A Systematic Mapping StudyJournal of the Brazilian Computer Society10.5753/jbcs.2024.309030:1(69-101)Online publication date: 26-Apr-2024
    • (2023)Use of Gamification for Adult Physical Rehabilitation in Occupational Therapy; A Novel Concept?Hong Kong Journal of Occupational Therapy10.1177/1569186123117903736:2(51-56)Online publication date: 26-May-2023
    • (2022)A systematic mapping study on digital game adaptation dimensionsProceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems10.1145/3554364.3559122(1-14)Online publication date: 17-Oct-2022
    • (2022)A Computer Game-based Tangible Upper Limb Rehabilitation DeviceProceedings of the 10th International Conference on Human-Agent Interaction10.1145/3527188.3563919(309-313)Online publication date: 5-Dec-2022
    • (2022)The effect of gamified robot-enhanced training on motor performance in chronic stroke survivorsHeliyon10.1016/j.heliyon.2022.e11764(e11764)Online publication date: Nov-2022
    • (2021) Pivotal Play: Rethinking Meaningful Play in Games Through Death in Dungeons & Dragons Games and Culture10.1177/1555412021100523116:8(1044-1064)Online publication date: 13-Apr-2021
    • (2020)Learning Theories Within GamificationGamification Strategies for Retention, Motivation, and Engagement in Higher Education10.4018/978-1-7998-2079-6.ch001(1-61)Online publication date: 2020
    • (2020)Gamifying Motor Rehabilitation Therapies: Challenges and Opportunities of Immersive TechnologiesInformation10.3390/info1102008811:2(88)Online publication date: 7-Feb-2020
    • (2019)The GAMIFICATION DESIGN PROCESS FOR THE AGING SOCIETY IN THAILANDHumanities & Social Sciences Reviews10.18510/hssr.2019.7167:1(47-54)Online publication date: 18-Mar-2019
    • (2019)Driving Persuasive Games with Personal EEG DevicesAdjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization10.1145/3314183.3325008(173-177)Online publication date: 6-Jun-2019
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