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TouchPoints: an exertion game with strategy

Published: 19 October 2014 Publication History

Abstract

Using video games in rehabilitation has proven the potential to provide patients with fun and motivating exercise systems. The main question therefore is how to design body-based video games to improve a rehabilitation experience. This work-in-progress paper introduces TouchPoints, a full body exertion experience designed for stretching exercises in rehabilitation centers as part of a series of short-duration design studies. Our concept is to provide patients with a scenario where a stretching exercise routine could be accomplished in a playful and pleasant way. Lo-fi prototypes were used to demonstrate the game- play and gather valuable feedback from users' experience, which later informed the design of the TouchPoints. In addition, we propose further user-centric developments for TouchPoints involving both rehabilitation patients and therapists on how to increase patients' motivation. This paper is intended to read alongside the game demo video.

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References

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  • (2017)A therapy-driven gamification framework for hand rehabilitationUser Modeling and User-Adapted Interaction10.1007/s11257-017-9191-427:2(215-265)Online publication date: 1-Jun-2017

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    cover image ACM Conferences
    CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
    October 2014
    492 pages
    ISBN:9781450330145
    DOI:10.1145/2658537
    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: 19 October 2014

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    Author Tags

    1. exertion game
    2. physical therapy
    3. rehabilitation
    4. touch screens
    5. wearable sensors

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    Overall Acceptance Rate 421 of 1,386 submissions, 30%

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    • (2017)A therapy-driven gamification framework for hand rehabilitationUser Modeling and User-Adapted Interaction10.1007/s11257-017-9191-427:2(215-265)Online publication date: 1-Jun-2017

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