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  1. Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games (Sandbox '10)
  2. NeuroRehab + the "Fun" factor
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Designing entertaining educational games using procedural rhetoric: a case study
Can "Gaming 2.0" help design "Serious Games"?: a comparative study
A narrative-driven design approach for casual games with children
Using semiotic grammars for the rapid design of evolving video game mechanics
PADS: enhancing gaming experience using profile-based adaptive difficulty system
Design patterns to guide player movement in 3D games
3PI experiment: immersion in third-person view
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games
Exergame effectiveness: what the numbers can tell us
Jogging over a distance: the influence of design in parallel exertion games
NeuroRehab + the "Fun" factor
Vibraudio pose: an investigation of non-visual feedback roles for body controlled video games

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NeuroRehab + the "Fun" factor

Content Provider ACM Digital Library
Author Fukamoto, Taeko
Abstract Rehabilitation processes for neurological traumas have traditionally relied on physical therapy that involves repetitive exercises. While proven to be effective, these processes can become monotonous for patients and labor-intensive for therapists. Recent advancements in robotics and game consoles have alleviated these issues but are generally limited to specific motor skills, while excluding other types of deficits. This paper considers this limitation by focusing on a deficit known as the foot-drop and by exploring how the "fun" factor can be effectively incorporated into rehabilitating the condition. As a preliminary stage of this exploration, a device comprised of a game and a controller using muscle-based electrical impulses has been developed. The implementation of this device demonstrates potential benefits for the neurologically impaired with successful integration of muscle-based electrical impulses and game technology. Further testing is required to determine whether the integration of game-play can provide a "fun" incentive, which results in increased adherence to exercises that are typically arduous and repetitive.
Starting Page 69
Ending Page 78
Page Count 10
File Format PDF MP4
ISBN 9781450300971
DOI 10.1145/1836135.1836146
Language English
Publisher Association for Computing Machinery (ACM)
Publisher Date 2010-07-28
Publisher Place New York
Access Restriction Subscribed
Subject Keyword Games Biofeedback Electromyography Neurorehabilitation Rehabilitation Physical therapy
Content Type Audio Text
Resource Type Article
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