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Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care

Published: 21 October 2013 Publication History

Abstract

In this project, we explored how commercial motion-based video games were used in a rehabilitation hospital with patients who have had a brain injury (BI). We interviewed therapists and observed game sessions. Major findings included: (a) the social aspects of gaming were highly valued; (b) therapists had varied physical, cognitive and social goals when using games; and (c) therapists made game decisions primarily based on familiarity versus choosing games that best match therapeutic goals and patient profiles. Our exploration exposed a need for decision tools to help therapists make evidence-based decisions about commercial games; i.e. to help them choose games that match session goals and patient profiles. We have expanded our research to include diary studies in order to gather data for 'seed cases' for decision tools that use case-based reasoning.

References

[1]
How Many People Have TBI? Centers for Disease Control and Prevention National Center for Injury Prevention and Control, 2012.
[2]
Alankus, G., Lazar, A., May, M. and Kelleher, C. Towards Customizable Games for Stroke Rehabilitation. In Proceedings of the Conference on Human Factors in Computing Systems, CHI '10 (Atlanta, GA, USA, 2010).
[3]
Alankus, G., Proffitt, R., Kelleher, C. and Engsberg, J. Stroke therapy through motion-based games: A case study. ACM Transactions on Accessible Computing, 4, 1 (November, 2011).
[4]
Betker, A. L., Desai, A., Nett, C., Kapadia, N. and Szturm, T. Game-based Exercises for Dynamic Short-Sitting Balance Rehabilitation of People with Chronic Spinal Cord and Traumatic Brain Injuries. Physical Therapy, 87, 10, (2007), 1389--1398.
[5]
Gil-Gomez, J.-A., Lozano, J.-A., Alcaniz, M. and Colomer, C. Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury. J Neuroeng Rehabil, 8 (May, 2011).
[6]
Flynn, S., Palma, P. and Bender, A. Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report. Journal of Neurological Physical Therapy (JNPT), 31 (2007), 180--189.

Cited By

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  • (2023)Adaptive Soft Switches: Co-Designing Fabric Adaptive Switches with Occupational Therapists for Children and Adolescents with Acquired Brain InjuryProceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3569009.3572734(1-14)Online publication date: 26-Feb-2023

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cover image ACM Conferences
ASSETS '13: Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility
October 2013
343 pages
ISBN:9781450324052
DOI:10.1145/2513383
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 21 October 2013

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Author Tags

  1. brain injury
  2. case study
  3. motion-gaming
  4. therapists

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ASSETS '13
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ASSETS '13 Paper Acceptance Rate 28 of 98 submissions, 29%;
Overall Acceptance Rate 436 of 1,556 submissions, 28%

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Cited By

View all
  • (2023)Adaptive Soft Switches: Co-Designing Fabric Adaptive Switches with Occupational Therapists for Children and Adolescents with Acquired Brain InjuryProceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction10.1145/3569009.3572734(1-14)Online publication date: 26-Feb-2023

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