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Videogames in therapy: a therapist's perspective

Published: 15 September 2010 Publication 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.

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      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
      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]

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      Publication History

      Published: 15 September 2010

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      Author Tags

      1. rehabilitation
      2. requirements
      3. therapy
      4. user centered design
      5. video games

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      Fun and Games '10
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      Fun and Games '10: Fun and Games 2010
      September 15 - 17, 2010
      Leuven, Belgium

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      Cited By

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      • (2024)Interdisciplinaridade no DesignBlucher Design Proceedings10.5151/6spdesign-036(71-72)Online publication date: May-2024
      • (2024)Exploring the Integration of Technology in Art Therapy: Insights From Interviews With Art TherapistsArt Therapy10.1080/07421656.2024.2383826(1-7)Online publication date: 3-Sep-2024
      • (2023)Comparison of cognitive improvement between finger exergame and traditional exercise in elderly with mild cognitive impairment: A randomized controlled trial2023 16th International Symposium on Computational Intelligence and Design (ISCID)10.1109/ISCID59865.2023.00049(176-179)Online publication date: 16-Dec-2023
      • (2023)The Design, Development, and Evaluation of an Accessible Serious Gaming System for Children with Cerebral PalsyVirtual Reality Games for Rehabilitation10.1007/978-1-0716-3371-7_8(169-189)Online publication date: 13-Sep-2023
      • (2022)Development of an ICT-Based Exergame Program for Children with Developmental DisabilitiesJournal of Clinical Medicine10.3390/jcm1119589011:19(5890)Online publication date: 5-Oct-2022
      • (2022)Integration of persuasive elements into exergamesJournal of Biomedical Informatics10.1016/j.jbi.2022.104130132:COnline publication date: 1-Aug-2022
      • (2021)GAMEREHAB@HOME: A New Engineering System Using Serious Game and Multisensor Fusion for Functional Rehabilitation at HomeIEEE Transactions on Games10.1109/TG.2019.296310813:1(89-98)Online publication date: Mar-2021
      • (2019)Framing Mental Health Within Digital Games: An Exploratory Case Study of HellbladeJMIR Mental Health10.2196/124326:4(e12432)Online publication date: 18-Apr-2019
      • (2019)Games for a Good Cause: Serious Games in Social Development and Medical and Rehabilitation TherapyHCI in Games10.1007/978-3-030-22602-2_20(265-277)Online publication date: 16-Jun-2019
      • (2017)User Perspectives on Exergames Designed to Explore the Hemineglected Space for Stroke Patients With Visuospatial Neglect: Usability StudyJMIR Serious Games10.2196/games.80135:3(e18)Online publication date: 25-Aug-2017
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