Proceedings of the 17th International ACM SIGACCESS Conference on Computers &Amp; Accessibility - ASSETS '15 2015
DOI: 10.1145/2700648.2809856
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Towards Efficacy-Centered Game Design Patterns For Brain Injury Rehabilitation

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Cited by 17 publications
(9 citation statements)
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“…Moreover, the results of this suitability study suggest that GNomon-based games could be exploitable in speech therapy with children with cognitive impairments, or in brain injury (BI) therapy. It was found that the main pediatric rehabilitation aspects of GNomon-based games, identied in the focus group, nely address some of the main goals of BI therapy (according to [16]), such as attention/coordination, processing speed, hand-eye coordination, sequencing and command following, and visual spatial abilities, among others.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Moreover, the results of this suitability study suggest that GNomon-based games could be exploitable in speech therapy with children with cognitive impairments, or in brain injury (BI) therapy. It was found that the main pediatric rehabilitation aspects of GNomon-based games, identied in the focus group, nely address some of the main goals of BI therapy (according to [16]), such as attention/coordination, processing speed, hand-eye coordination, sequencing and command following, and visual spatial abilities, among others.…”
Section: Discussionmentioning
confidence: 99%
“…However, in one case, the rotation speed was modied after the rst mini game. The rotation speed is expressed as an integer in the linear interval [1][2][3][4][5][6][7][8][9][10][11][12][13][14][15][16][17][18][19][20], where 1 represents a rotation period of 10 seconds and 20 represents a rotation period of 1 second. Determining the right rotation speed is a sensitive task, especially when the participants had attention diculties, because setting a faster speed increases the diculty of successfully selecting the intended ladybug, while a slower speed gave some participants enough time to be distracted and forget about the selection task.…”
Section: First Sessionmentioning
confidence: 99%
“…Their structure of the pattern can be seen as an evolution over the Formal Abstract Design Tools (FADT) suggested by Church and consists of 1) name, 2) concise description, often with notes in which game the pattern was identified, 3) consequences of applying the solution suggested by pattern, 4) how to use the pattern, and 5) relations to other patterns [107]. Moreover, it should be mentioned, that some researchers used the proposed pattern structure also as basis in formalising and expanding serious game design patterns, linking it with the "serious" part of the game [108,109,110,111]. Kelle, for example, introduced the concept of "game learning patterns" (GLP) as a methodology for the design of learning games by using game design patterns and matching these with corresponding learning functions [108] while Reuter et.…”
Section: What Are Game Design Patterns?mentioning
confidence: 99%
“…Not engaging gameplay was also a common critique of games designed to address brain injury rehabilitation and patterns might be a solution [109]. Moreover, Cheng et al argue that investigating patterns in games for rehabilitation is beneficial for researchers and designers for several reasons: 1) game design patterns have the capacity to capture the qualitative information about brain injury rehabilitation, 2) have the ability to distill abstract game design knowledge from a large amount of data about how well existing games worked in therapy into a set of coherent and tangible exemplars, and 3) patterns as a common language can serve as a valuable tool to facilitate effective communication and mutual understanding among game designers and therapists [109].…”
Section: Why Use Patterns For Serious Games Design?mentioning
confidence: 99%
“…Several game interventions that have been customized for people with cognitive disabilities have been developed. However, it is challenging to successfully design such games [16], [17]. Previous works in this field lack the understanding of what makes therapeutic games for cognitive rehabilitation effective [13], [18].…”
Section: Introductionmentioning
confidence: 99%