Assessing the gaming experience of a serious exergame for balance problems: Results of a preliminary study

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Abstract

A pilot feasibility study was performed in two Dutch rehabilitation centers to compare the game experience of a first prototype of a self-developed serious exergame for balance problems to a commercially available balance game. The target group consisted of individuals with Cerebral Palsy, Acquired Brain Injury, and healthy ones. Only the healthy population showed a significant difference in game experience, in favor of the commercial game. These preliminary findings indicate that this first prototype needs some further technical improvements.

Original languageEnglish
Title of host publication2015 International Conference on Virtual Rehabilitation, ICVR 2015
PublisherIEEE
Pages135-136
Number of pages2
ISBN (Electronic)9781479989843
DOIs
Publication statusPublished - 16 Dec 2015
Externally publishedYes
Event11th Annual International Conference on Virtual Rehabilitation, ICVR 2015 - Valencia, Spain
Duration: 9 Jun 201512 Jun 2015
Conference number: 11

Publication series

NameInternational Conference on Virtual Rehabilitation, ICVR
ISSN (Electronic)2331-9569

Conference

Conference11th Annual International Conference on Virtual Rehabilitation, ICVR 2015
Abbreviated titleICVR 2015
CountrySpain
CityValencia
Period9/06/1512/06/15

Keywords

  • acquired brain injury
  • balance rehabilitation
  • cerebral palsy
  • serious games
  • virtual reality

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