ABSTRACT
In this project, we explored how commercial motion-based video games were used in a rehabilitation hospital with patients who have had a brain injury (BI). We interviewed therapists and observed game sessions. Major findings included: (a) the social aspects of gaming were highly valued; (b) therapists had varied physical, cognitive and social goals when using games; and (c) therapists made game decisions primarily based on familiarity versus choosing games that best match therapeutic goals and patient profiles. Our exploration exposed a need for decision tools to help therapists make evidence-based decisions about commercial games; i.e. to help them choose games that match session goals and patient profiles. We have expanded our research to include diary studies in order to gather data for 'seed cases' for decision tools that use case-based reasoning.
- How Many People Have TBI? Centers for Disease Control and Prevention National Center for Injury Prevention and Control, 2012.Google Scholar
- Alankus, G., Lazar, A., May, M. and Kelleher, C. Towards Customizable Games for Stroke Rehabilitation. In Proceedings of the Conference on Human Factors in Computing Systems, CHI '10 (Atlanta, GA, USA, 2010). Google ScholarDigital Library
- Alankus, G., Proffitt, R., Kelleher, C. and Engsberg, J. Stroke therapy through motion-based games: A case study. ACM Transactions on Accessible Computing, 4, 1 (November, 2011). Google ScholarDigital Library
- Betker, A. L., Desai, A., Nett, C., Kapadia, N. and Szturm, T. Game-based Exercises for Dynamic Short-Sitting Balance Rehabilitation of People with Chronic Spinal Cord and Traumatic Brain Injuries. Physical Therapy, 87, 10, (2007), 1389--1398.Google ScholarCross Ref
- Gil-Gomez, J.-A., Lozano, J.-A., Alcaniz, 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. J Neuroeng Rehabil, 8 (May, 2011).Google ScholarCross Ref
- Flynn, S., Palma, P. and Bender, A. Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report. Journal of Neurological Physical Therapy (JNPT), 31 (2007), 180--189.Google Scholar
Index Terms
- Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care
Recommendations
Towards Efficacy-Centered Game Design Patterns For Brain Injury Rehabilitation: A Data-Driven Approach
ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & AccessibilityGames are often used in brain injury (BI) therapy sessions to help motivate patients to engage in rehabilitation activities. In this paper, we explore game design patterns as a mechanism to help game designers understand needs in BI therapy. Design ...
Supporting therapists in motion-based gaming for brain injury rehabilitation
CHI EA '13: CHI '13 Extended Abstracts on Human Factors in Computing SystemsIn this paper, we describe a work-in-progress that involves therapists who use commercial motion-based video games (e.g. Wii) in therapies involving patients who have had a brain injury (BI). We are collecting data to inform a case-based recommender (...
Encouraging Brain Injury Rehabilitation through Ludic Engagement
Proceedings of the 8th International Conference on Universal Access in Human-Computer Interaction. Aging and Assistive Environments - Volume 8515Whilst in hospital immediately following a stroke or other acquired brain injury, patients receive, and engage in, a structured, concentrated and supervised programme of rehabilitation. However, once they leave hospital patients frequently fail to ...
Comments