skip to main content
10.1145/1823818.1823828acmotherconferencesArticle/Chapter ViewAbstractPublication PagesfngConference Proceedingsconference-collections
research-article

Videogames in therapy: a therapist's perspective

Published:15 September 2010Publication History

ABSTRACT

This paper describes a user and task analysis that was conducted in order to examine the role of therapists in the use of video games in therapy. The results show that video games were used often, but improvements could be made to make them more effective for the therapist. From these results recommendations for video game design were derived. Recommendations include that a therapeutic video game should be easy to startup and configure, should allow the therapist to support a patient during play, and should support the therapist in tracking a patient's performance.

References

  1. Benveniste, S., Jouvelot, P., Lecourt, E. and Michel, R. 2009. Designing Wiimprovisation for mediation in group music therapy with children suffering from behavioral disorders. In Proceedings of Interaction Design and Children Conference (Como, Italy, June 03--05, 2009). Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Beyer, H., and Holtzblatt, K. 1997. Contextual Design: Defining Customer-Centered Systems. CA: Morgan Kaufmann Publishers, Francisco. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Burdea, G. C. 2003. Virtual Rehabilitation -- Benefits and Challenges. Methods Inf Med 42, 5, 519--523.Google ScholarGoogle ScholarCross RefCross Ref
  4. Decker, J., Li, H., Losowyj, D. and Prakash, V. 2009. Wiihabilitation: Rehabilitation of Wrist Flexion and Extension Using a Wii Remote controller-Based Game System. Available 03/2010 at <http://www.docstoc.com/docs/document-preview.aspx?doc_id=24360926>.Google ScholarGoogle Scholar
  5. Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., Guarrera-Bowlby, P. 2008. Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy. Physical Therapy Vol. 88, No. 10, 1196--1207Google ScholarGoogle ScholarCross RefCross Ref
  6. Gardner, J. E. 1991. Can the Mario Bros. help? Nintendo games as an adjunct in psychotherapy with children. Psychotherapy 28, 667--670.Google ScholarGoogle ScholarCross RefCross Ref
  7. Goh, D. H., Ang, R. P., Tan, H. C. 2008. Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents. In Computers in Human Behavior 24, 2217--2235. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Griffiths, M. D. 2003. The therapeutic use of videogames in childhood and adolescence. Clinical Child Psychology and Psychiatry 8, 547--554.Google ScholarGoogle ScholarCross RefCross Ref
  9. Hanneton, S., Varenne, A., and Hanneton, S. 2009. Coaching the wii: Evaluation of a physical training experiment assisted by a video game. In Proceedings of the Haptic, Audio, Visual Environments and Games Conference (Lecco, Italy, November 07--08, 2009), 54--57.Google ScholarGoogle Scholar
  10. Hölzl, M., Denker, G., Meier, M. And Wirsing, M. 2009. Constraint-Muse: A soft-constraint based system for music therapy. In Proceedings of Conference on Algebra and Coalgebra in Computer Science (Udine, Italy, September 07--10, 2009), 423--432. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Huber, M., Rabin, B., Docan, C., Nwosu, M. E., Abdelbaky, M., Golomb, M. R. 2008. PlayStation 3-based telerehabilitation for children with hemiplegia. Proc Virtual Rehabilitation (Vancouver, Canada, August 25--07, 2008), 105--112.Google ScholarGoogle Scholar
  12. Jung, Y., Stewart, J. and Yeh, S. C. 2006. Tailoring Virtual Reality Technology for Stroke Rehabilitation: A Human Factors Design. In Proceedings of the CHI2006 Conference (Montréal, Québec, Canada, April 22--27, 2006). Google ScholarGoogle ScholarDigital LibraryDigital Library
  13. Morrow, K., Docan, C., Burdea, G, and Merians, A. 2006. Lowcost virtual rehabilitation of the hand for patients post-stroke. In International Workshop on Virtual Rehabilitation (New York, IEEE, 2006), 6--10.Google ScholarGoogle Scholar

Index Terms

  1. Videogames in therapy: a therapist's perspective

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Other conferences
        Fun and Games '10: Proceedings of the 3rd International Conference on Fun and Games
        September 2010
        170 pages
        ISBN:9781605589077
        DOI:10.1145/1823818

        Copyright © 2010 ACM

        Permission to make digital or hard copies of all or part 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 components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 15 September 2010

        Permissions

        Request permissions about this article.

        Request Permissions

        Check for updates

        Qualifiers

        • research-article

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader