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 language | English |
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Title of host publication | 2015 International Conference on Virtual Rehabilitation, ICVR 2015 |
Publisher | IEEE |
Pages | 135-136 |
Number of pages | 2 |
ISBN (Electronic) | 9781479989843 |
DOIs | |
Publication status | Published - 16 Dec 2015 |
Externally published | Yes |
Event | 11th Annual International Conference on Virtual Rehabilitation, ICVR 2015 - Valencia, Spain Duration: 9 Jun 2015 → 12 Jun 2015 Conference number: 11 |
Publication series
Name | International Conference on Virtual Rehabilitation, ICVR |
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ISSN (Electronic) | 2331-9569 |
Conference
Conference | 11th Annual International Conference on Virtual Rehabilitation, ICVR 2015 |
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Abbreviated title | ICVR 2015 |
Country/Territory | Spain |
City | Valencia |
Period | 9/06/15 → 12/06/15 |
Keywords
- acquired brain injury
- balance rehabilitation
- cerebral palsy
- serious games
- virtual reality