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Dash Lane: An Adaptive Exergame for People Using Manual Wheelchairs

Published: 06 July 2020 Publication History

Abstract

Access to engaging physical activity is difficult for many wheelchair users; technology offers the potential to support activity in place, cutting out travel to sports facilities as a major access barrier. Here, we present Dash Lane, an inclusive music-based exergame tailored toward wheelchair users. The game adapts to player abilities and preferences in playing style, while drawing from official exercise recommendations for people using wheelchairs. In this paper, we reflect on our player-centric design and development process, and provide an overview of the final implementation and player experience provided by the game. Through Dash Lane, we aim to explore the value of game-based physical activity for wheelchair users.

References

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NHS 2020. 2020. NHS Wheelchair sitting exercises. (2020). https://www.nhs.uk/live-well/exercise/ sitting-exercises/
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Stephen Cuzzort and Thad Starner. 2008. AstroWheelie: A wheelchair based exercise game. In 2008 12th IEEE International Symposium on Wearable Computers. IEEE, 113--114.
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Terry J Ellapen, Henriëtte V Hammill, Mariette Swanepoel, and Gert L Strydom. 2017. The health benefits and constraints of exercise therapy for wheelchair users: A clinical commentary. African Journal of Disability (Online) 6 (2017), 1--8.
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Kathleen A Martin Ginis, Jan W van der Scheer, Amy E Latimer-Cheung, Andy Barrow, Chris Bourne, Peter Carruthers, Marco Bernardi, David S Ditor, Sonja Gaudet, Sonja de Groot, and others. 2018. Evidence-based scientific exercise guidelines for adults with spinal cord injury: an update and a new guideline. Spinal cord 56, 4 (2018), 308--321.
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Kieran Hicks and Kathrin Gerling. 2015. Exploring casual exergames with kids using wheelchairs. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play. 541--546.
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Eva A Jaarsma, PU Dijkstra, JHB Geertzen, and R Dekker. 2014. Barriers to and facilitators of sports participation for people with physical disabilities: A systematic review. Scandinavian journal of medicine & science in sports 24, 6 (2014), 871--881.
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Dong-Il Kim, Hyelim Lee, Bum-Suk Lee, Jongbae Kim, and Justin Y Jeon. 2015. Effects of a 6-week indoor hand-bike exercise program on health and fitness levels in people with spinal cord injury: a randomized controlled trial study. Archives of physical medicine and rehabilitation 96, 11 (2015), 2033--2040.
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Florian Mueller, Martin R Gibbs, Frank Vetere, and Darren Edge. 2014. Supporting the creative game design process with exertion cards. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. 2211--2220.
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Florian Mueller, Rohit Ashok Khot, Kathrin Gerling, Regan Mandryk, and others. 2016. Exertion games. Foundations and Trends® in Human--Computer Interaction 10, 1 (2016), 1--86.
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Sandra Siegel and Jan Smeddinck. 2012. Adaptive difficulty with dynamic range of motion adjustments in exergames for parkinson's disease patients. In International Conference on Entertainment Computing. Springer, 429--432.
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Cited By

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  • (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)Accessibility of games and game-based applications: A systematic literature review and mapping of future directionsNew Media & Society10.1177/1461444823120402026:4(2336-2384)Online publication date: 9-Nov-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
  • Show More Cited By

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cover image ACM Conferences
DIS' 20 Companion: Companion Publication of the 2020 ACM Designing Interactive Systems Conference
July 2020
605 pages
ISBN:9781450379878
DOI:10.1145/3393914
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: 06 July 2020

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Author Tags

  1. accessibility
  2. dda
  3. exergames
  4. game design

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DIS '20
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DIS '20: Designing Interactive Systems Conference 2020
July 6 - 10, 2020
Eindhoven, Netherlands

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Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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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)Accessibility of games and game-based applications: A systematic literature review and mapping of future directionsNew Media & Society10.1177/1461444823120402026:4(2336-2384)Online publication date: 9-Nov-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
  • (2021)The Role of Partial Automation in Increasing the Accessibility of Digital GamesProceedings of the ACM on Human-Computer Interaction10.1145/34746935:CHI PLAY(1-30)Online publication date: 6-Oct-2021
  • (2021)Beyond Fun: Players’ Experiences of Accessible Rehabilitation Gaming for Spinal Cord InjuryProceedings of the 23rd International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3441852.3471227(1-13)Online publication date: 17-Oct-2021
  • (2020)Dash Lane MobileExtended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play10.1145/3383668.3419869(311-315)Online publication date: 2-Nov-2020

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