Online from: 2007
Subject Area: Health and Social Care
|Title:||Evaluating user experiences in rehabilitation games|
|Author(s):||M.D.J. McNeill, (Senior Lecturer in Computing, D.K, School of Computing and Information Engineering, University of Ulster, Ulster, UK), D.K. Charles, (Senior Lecturer, School of Computing and Information Engineering, University of Ulster, Ulster, UK), J.W. Burke, (Software Engineer, School of Computing and Information Engineering, University of Ulster, Ulster, UK), J.H. Crosbie, (Physiotherapist, Health and Rehabilitation Sciences Research Institute, University of Ulster, Ulster, UK), S.M. McDonough, (Professor of Health and Rehabilitation, Health and Rehabilitation Sciences Research Institute, University of Ulster, Ulster, UK)|
|Citation:||M.D.J. McNeill, D.K. Charles, J.W. Burke, J.H. Crosbie, S.M. McDonough, (2012) "Evaluating user experiences in rehabilitation games", Journal of Assistive Technologies, Vol. 6 Iss: 3, pp.173 - 181|
|Keywords:||Games, Games for rehabilitation, Rehabilitation, User experiences, User studies|
|Article type:||Research paper|
|DOI:||10.1108/17549451211261290 (Permanent URL)|
|Publisher:||Emerald Group Publishing Limited|
Purpose – Computer-based systems for motor function rehabilitation have been around for more than a decade, with work done to help recovery of function in the lower limb (ankle, leg) as well as upper limb (hand and arm).
Design/methodology/approach – More recently there has been a trend towards the use of game-based systems to deliver rehabilitation goals. The authors' interdisciplinary group has been working in the area of motor function recovery of the hand and arm (following stroke) for a number of years, using both high-end virtual reality (VR) technology as well as low-cost video capture technology.
Findings – Over this time it has become clear that there are many challenges in designing usable, effective game-based systems for motor function rehabilitation.
Originality/value – This paper reflects on user experiences across the range of technologies developed by the group. It presents a summary review of the authors' systems and details the protocols and user evaluation instruments used. It then critically reflects on this work and reviews other recent advances in game usability and playability, leading to suggestions for how the user experience of games for rehabilitation may be improved in future work.
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