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'Choose a Game': A Prototype Tool to Support Therapists Use Games in Brain Injury Rehabilitation

Published: 07 May 2016 Publication History

Abstract

Brain injury (BI) is recognized as a major health issue. It is common for therapists to include commercial-off-the-shelf (COTS) games in therapy sessions to help motivate patients who have had a BI to engage in rehabilitation activities. However, we have found that therapists are often frustrated with finding pertinent information about COTS games and systems, which are proliferating at a rapid rate. In this interactive demonstration, we present a web-based prototype 'Choose a Game' tool that is aimed at helping therapists select appropriate games for their patients with BIs that match their therapeutic goals and individual patient attributes. This demonstration is intended for researchers and practitioners interested in areas where technologies are rapidly proliferating for a user group who has wide-ranging attributes.

Supplementary Material

suppl.mov (ind0124-file3.mp4)
Supplemental video

References

[1]
Jinghui Cheng and Cynthia Putnam. 2015. Therapeutic Gaming in Context: Observing Game Use for Brain Injury Rehabilitation. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems CHI EA '15, ACM Press, 1169--1174. http://doi.org/10.1145/2702613.2732697
[2]
José-Antonio Gil-Gómez, Roberto Lloréns, Mariano Alcañiz, and Carolina Colomer. 2011. 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: 1-9. http://doi.org/10.1186/1743-0003--8--30
[3]
Jonathan Halton. 2010. Rehabilitation with the Nintendo Wii: Experiences at a rehabilitation hospital. Occupational Therapy Now 12, 3: 11-14.
[4]
Janet Kolodner. 1993. Case-Based Reasoning. Morgan Kaufmann Publishers.
[5]
World Health Organization. 2004. Projections of mortality and burden of disease, 2004--2030. Retrieved March 17, 2015 from http://www.who.int/entity/healthinfo/global_burden_disease/projections2004/
[6]
Cynthia Putnam, Jinghui Cheng, Fang Lin, Sai Yalla, and Stephanie Wu. 2016. "Choose a Game": Creation and Evaluation of a Prototype Tool to Support Therapists in Brain Injury Rehabilitation. Accepted to appear in the 34th Annual ACM Conference on Human Factors in Computing Systems CHI '16.
[7]
Cynthia Putnam, Jinghui Cheng, and Gregory Seymour. 2014. Therapist Perspectives: Wii Active Videogames Use in Inpatient Settings with People Who Have Had a Brain Injury. Games for Health Journal 3, 6: 366-370. http://doi.org/10.1089/g4h.2013.0099
[8]
Cynthia Putnam and Jinghui Cheng. 2014. Therapist-centered requirements: A multi-method approach of requirement gathering to support rehabilitation gaming. Proceedings of the IEEE 22nd International Requirements Engineering Conference (RE 2014), IEEE, 13-22. http://doi.org/10.1109/RE.2014.6912243

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  1. 'Choose a Game': A Prototype Tool to Support Therapists Use Games in Brain Injury Rehabilitation

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    cover image ACM Conferences
    CHI EA '16: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2016
    3954 pages
    ISBN:9781450340823
    DOI:10.1145/2851581
    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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    New York, NY, United States

    Publication History

    Published: 07 May 2016

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    Author Tags

    1. brain injury
    2. case-based reasoning
    3. games
    4. rehabilitation

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    CHI'16
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    CHI'16: CHI Conference on Human Factors in Computing Systems
    May 7 - 12, 2016
    California, San Jose, USA

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    CHI EA '16 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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