skip to main content
10.1145/2702613.2732697acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
Work in Progress

Therapeutic Gaming in Context: Observing Game Use for Brain Injury Rehabilitation

Published: 18 April 2015 Publication History

Abstract

Video games are often used in brain injury (BI) therapy sessions to help motivate patients to engage in rehabilitation activities. However, very little is known about contexts of game use in real-world rehabilitation settings. In this paper, we explore contexts of commercial game use in BI therapy through observation of inpatient therapy sessions. Based on a systematic analysis of the observation recordings, we found that (1) only 30% of session time was used for gameplay; (2) therapists needed to provide various kinds of cognitive and physical patient support during the play sessions; and (3) therapists adopted multiple strategies to reinforce the therapeutic values of the games. This study is helping us create decision and information sharing tools to support the use and creation of games for BI rehabilitation.

References

[1]
Alankus, G., Lazar, A., May, M., and Kelleher, C. Towards customizable games for stroke rehabilitation. Proc. CHI 2010, ACM Press (2010), 2113--2122.
[2]
Annema, J.-H., Verstraete, M., Vanden Abeele, V., Desmet, S., and Geerts, D. Videogames in therapy: a therapist's perspective. Proc. Fun and Games '10, ACM Press (2010), 94--98.
[3]
Burke, J.W., Mcneill, M.D.J., Charles, D.K., Morrow, P.J., Crosbie, J.H., and Mcdonough, S.M. Designing engaging, playable games for rehabilitation. Proc. ICDVRAT 2010, (2010), 195--201.
[4]
Gil-Gómez, J.-A., Lloréns, R., Alcañiz, 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. Journal of neuroengineering and rehabilitation 8, 30 (2011), 1--9.
[5]
Glegg, S.M.N., Holsti, L., Velikonja, D., Ansley, B., Brum, C., and Sartor, D. Factors influencing therapists' adoption of virtual reality for brain injury rehabilitation. Cyberpsychology, behavior and social networking 16, 5 (2013), 385--401.
[6]
Paavola, J.M., Oliver, K.E., and Ustinova, K.I. Use of X-box Kinect Gaming Console for Rehabilitation of an Individual with Traumatic Brain Injury: A Case Report. Journal of Novel Physiotherapies 03, 01 (2013), 1--6.
[7]
Putnam, C., Cheng, J., and Seymour, G. Therapist Perspectives: Wii Active Videogames Use in Inpatient Settings with People Who Have Had a Brain Injury. Games for Health Journal 3, 6 (2014), 366--370.
[8]
Rand, D., Kizony, R., and Weiss, P.L. Virtual reality rehabilitation for all?: Vivid GX versus Sony PlayStation II EyeToy. Proc. ICDVRAT 2004, (2004), 87--94.
[9]
Rose, F.D., Brooks, B.M., and Rizzo, A. a. Virtual reality in brain damage rehabilitation: review. Cyberpsychology & behavior?: the impact of the Internet, multimedia and virtual reality on behavior and society 8, 3 (2005), 241--62; discussion 263--71.
[10]
Projections of mortality and burden of disease. http://www.who.int/entity/healthinfo/global_burden_disease/projections2004/

Cited By

View all
  • (2017)Towards a Prototype Tool Leveraging Design Patterns to Support Design of Games for Brain Injury TherapyProceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/3027063.3053091(1532-1538)Online publication date: 6-May-2017
  • (2016)Evaluation of Kinect 3D Sensor for Healthcare ImagingJournal of Medical and Biological Engineering10.1007/s40846-016-0184-236:6(857-870)Online publication date: 9-Dec-2016

Recommendations

Comments

Information & Contributors

Information

Published In

cover image ACM Conferences
CHI EA '15: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems
April 2015
2546 pages
ISBN:9781450331463
DOI:10.1145/2702613
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.

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 April 2015

Check for updates

Author Tags

  1. brain injury
  2. gaming therapy
  3. observation
  4. therapists

Qualifiers

  • Work in progress

Conference

CHI '15
Sponsor:
CHI '15: CHI Conference on Human Factors in Computing Systems
April 18 - 23, 2015
Seoul, Republic of Korea

Acceptance Rates

CHI EA '15 Paper Acceptance Rate 379 of 1,520 submissions, 25%;
Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

Upcoming Conference

CHI 2025
ACM CHI Conference on Human Factors in Computing Systems
April 26 - May 1, 2025
Yokohama , Japan

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)4
  • Downloads (Last 6 weeks)0
Reflects downloads up to 03 Mar 2025

Other Metrics

Citations

Cited By

View all
  • (2017)Towards a Prototype Tool Leveraging Design Patterns to Support Design of Games for Brain Injury TherapyProceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems10.1145/3027063.3053091(1532-1538)Online publication date: 6-May-2017
  • (2016)Evaluation of Kinect 3D Sensor for Healthcare ImagingJournal of Medical and Biological Engineering10.1007/s40846-016-0184-236:6(857-870)Online publication date: 9-Dec-2016

View Options

Login options

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media