2009
DOI: 10.1007/s00371-009-0387-4
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Optimising engagement for stroke rehabilitation using serious games

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Cited by 543 publications
(424 citation statements)
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“…Virtual reality can be used to provide engaging scenarios and improve adherence to therapy. [13][14][15][16][17] Videogames are most practical and effective in rehabilitation when they have been specifically designed for therapy purposes. [18][19][20] Given the importance of gait recovery post-stroke, games should be aimed towards walking recovery.…”
Section: Introductionmentioning
confidence: 99%
“…Virtual reality can be used to provide engaging scenarios and improve adherence to therapy. [13][14][15][16][17] Videogames are most practical and effective in rehabilitation when they have been specifically designed for therapy purposes. [18][19][20] Given the importance of gait recovery post-stroke, games should be aimed towards walking recovery.…”
Section: Introductionmentioning
confidence: 99%
“…Otherwise it risks becoming boring within the span of one session [1] or too hard and disengage patients as neuropsychological tests do [39]. However, games need to adapt challenge gently as patients can interpret abrupt changes in challenge as aggressive behaviour towards them [7] as they might perceive the system as a person or actor e.g. as a pushy therapist.…”
Section: Related Workmentioning
confidence: 99%
“…We paid particular attention to both feedback of in-game actions and session performance and game challenge [7]. The tests informed design choices such as target expiry times, their placement, tactual recognition field size, and audio-visual stimuli during game-play, both for spawning and feedback when hitting them.…”
Section: Designmentioning
confidence: 99%
“…The new technologies, such as virtual reality (VR), may offer the possibility of providing pro-grams of simpler exercises for children to pursue in-dependently (Burke et al 2009). …”
Section: New Technologies On Rehabilitationmentioning
confidence: 99%