Application of a Rehabilitation Game Model to Assistive Technology Design

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Games are increasingly used by physiotherapists in rehabilitation and the gamification of rehabilitation processes is an increasingly common practice. A key motivation for injecting playful or gameful activities into rehabilitation is to enhance engagement for home rehabilitation exercises by making them more fun. Multi-disciplinary cooperation is important to designing gameful activities. However, system design and development can be challenging between software engineers, health professionals, and academics due to terminology and knowledge differences. Sometimes skill and knowledge levels are also not optimal within the team. In both cases a comprehensive Rehabilitation Game Model (RGM) built on established principles, with an associated tool, can facilitate an effective design process. Factors that can be missed without use of a structured process include the potential impact of symptoms and variation in user demographic, personality or interaction preference. Our RGM helps game designers put a greater focus on variations between people in designing rehabilitation games. In this paper we provide an overview of the RGM and extending it to include rehabilitation aspects. We apply it to upper arm stroke rehabilitation. We present a representation of the output from the RGM that can form the basis for advice and guidance to serious game designers of upper arm stroke rehabilitation games.
LanguageEnglish
Title of host publicationUnknown Host Publication
Number of pages4
Publication statusE-pub ahead of print - 20 Sep 2016
Event11th International Conference on Disability, Virtual Reality & Associated Technologies -
Duration: 20 Sep 2016 → …

Conference

Conference11th International Conference on Disability, Virtual Reality & Associated Technologies
Period20/09/16 → …

Fingerprint

Patient rehabilitation
Terminology
Systems analysis
Health
Engineers

Keywords

  • Assistive technology
  • model
  • profile
  • rehabilitation game model.

Cite this

@inproceedings{4dbddf2996b6472780eb6c0e18e7115c,
title = "Application of a Rehabilitation Game Model to Assistive Technology Design",
abstract = "Games are increasingly used by physiotherapists in rehabilitation and the gamification of rehabilitation processes is an increasingly common practice. A key motivation for injecting playful or gameful activities into rehabilitation is to enhance engagement for home rehabilitation exercises by making them more fun. Multi-disciplinary cooperation is important to designing gameful activities. However, system design and development can be challenging between software engineers, health professionals, and academics due to terminology and knowledge differences. Sometimes skill and knowledge levels are also not optimal within the team. In both cases a comprehensive Rehabilitation Game Model (RGM) built on established principles, with an associated tool, can facilitate an effective design process. Factors that can be missed without use of a structured process include the potential impact of symptoms and variation in user demographic, personality or interaction preference. Our RGM helps game designers put a greater focus on variations between people in designing rehabilitation games. In this paper we provide an overview of the RGM and extending it to include rehabilitation aspects. We apply it to upper arm stroke rehabilitation. We present a representation of the output from the RGM that can form the basis for advice and guidance to serious game designers of upper arm stroke rehabilitation games.",
keywords = "Assistive technology, model, profile, rehabilitation game model.",
author = "Justine Boureaud and Dominic Holmes and DK Charles and S McClean and PJ Morrow and McDonough, {S M}",
note = "Reference text: Bartle, R, (2003), Hearts, clubs, diamonds, spades: players who suit MUDs, The Game Design Reader: A Rules of Play anthology, pp. 754–787. Bjork, S, and Holopainen, J, (2004), Patterns in Game Design. Charles River Media Game Development, p. 423. Deterding, S, Sicart, M, Nacke, L, O’Hara, K, and Dixon, D, (2011), Gamification: using game-design elements in non-gaming contexts, CHI EA '11 CHI '11 Extended Abstracts on Human Factors in Computing Systems, Vancouver, pp.2425-2428. Holmes, D, Charles, D, Morrow, P, McClean, S, and McDonough, S, (2015), Rehabilitation Game Model for Personalised Exercise, IEEE Intl. Conf. on Interactive Technologies and Games , Nottingham, pp.41-48. Lava, NS, (2014), An Overview of Aphasia, WebMD Medical Reference. [Online]. Available : http://goo.gl/bVsTEQ. Marczewski, A, (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design, 1st ed., pp. 65-80. Marczewski, A, (2015), 47 Gamification elements, mechanics and ideas. [Online]. Available: http://www.gamified.uk/2015/02/04/47-gamification-elements-mechanics-and-ideas/. Michie, S, Atkins, L, West, R, (2014), The Behaviour Change Wheel : A Guide to Designing Interventions, Silverback Publishing, London p. 329. Stroke association, stroke.org.uk, (2016), State of the Nation, Stroke statistics. Szaniawski, M, Boess, S, Kraan, G, and Goossens, R, (2015), Enhancing engagement with motor rehabilitation therapy through gamified rehabilitation interactions. Third European Conference in Design4Health, Sheffield UK",
year = "2016",
month = "9",
day = "20",
language = "English",
booktitle = "Unknown Host Publication",

}

Boureaud, J, Holmes, D, Charles, DK, McClean, S, Morrow, PJ & McDonough, SM 2016, Application of a Rehabilitation Game Model to Assistive Technology Design. in Unknown Host Publication. 11th International Conference on Disability, Virtual Reality & Associated Technologies, 20/09/16.

Application of a Rehabilitation Game Model to Assistive Technology Design. / Boureaud, Justine; Holmes, Dominic; Charles, DK; McClean, S; Morrow, PJ; McDonough, S M.

Unknown Host Publication. 2016.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

TY - GEN

T1 - Application of a Rehabilitation Game Model to Assistive Technology Design

AU - Boureaud, Justine

AU - Holmes, Dominic

AU - Charles, DK

AU - McClean, S

AU - Morrow, PJ

AU - McDonough, S M

N1 - Reference text: Bartle, R, (2003), Hearts, clubs, diamonds, spades: players who suit MUDs, The Game Design Reader: A Rules of Play anthology, pp. 754–787. Bjork, S, and Holopainen, J, (2004), Patterns in Game Design. Charles River Media Game Development, p. 423. Deterding, S, Sicart, M, Nacke, L, O’Hara, K, and Dixon, D, (2011), Gamification: using game-design elements in non-gaming contexts, CHI EA '11 CHI '11 Extended Abstracts on Human Factors in Computing Systems, Vancouver, pp.2425-2428. Holmes, D, Charles, D, Morrow, P, McClean, S, and McDonough, S, (2015), Rehabilitation Game Model for Personalised Exercise, IEEE Intl. Conf. on Interactive Technologies and Games , Nottingham, pp.41-48. Lava, NS, (2014), An Overview of Aphasia, WebMD Medical Reference. [Online]. Available : http://goo.gl/bVsTEQ. Marczewski, A, (2015). User Types. In Even Ninja Monkeys Like to Play: Gamification, Game Thinking and Motivational Design, 1st ed., pp. 65-80. Marczewski, A, (2015), 47 Gamification elements, mechanics and ideas. [Online]. Available: http://www.gamified.uk/2015/02/04/47-gamification-elements-mechanics-and-ideas/. Michie, S, Atkins, L, West, R, (2014), The Behaviour Change Wheel : A Guide to Designing Interventions, Silverback Publishing, London p. 329. Stroke association, stroke.org.uk, (2016), State of the Nation, Stroke statistics. Szaniawski, M, Boess, S, Kraan, G, and Goossens, R, (2015), Enhancing engagement with motor rehabilitation therapy through gamified rehabilitation interactions. Third European Conference in Design4Health, Sheffield UK

PY - 2016/9/20

Y1 - 2016/9/20

N2 - Games are increasingly used by physiotherapists in rehabilitation and the gamification of rehabilitation processes is an increasingly common practice. A key motivation for injecting playful or gameful activities into rehabilitation is to enhance engagement for home rehabilitation exercises by making them more fun. Multi-disciplinary cooperation is important to designing gameful activities. However, system design and development can be challenging between software engineers, health professionals, and academics due to terminology and knowledge differences. Sometimes skill and knowledge levels are also not optimal within the team. In both cases a comprehensive Rehabilitation Game Model (RGM) built on established principles, with an associated tool, can facilitate an effective design process. Factors that can be missed without use of a structured process include the potential impact of symptoms and variation in user demographic, personality or interaction preference. Our RGM helps game designers put a greater focus on variations between people in designing rehabilitation games. In this paper we provide an overview of the RGM and extending it to include rehabilitation aspects. We apply it to upper arm stroke rehabilitation. We present a representation of the output from the RGM that can form the basis for advice and guidance to serious game designers of upper arm stroke rehabilitation games.

AB - Games are increasingly used by physiotherapists in rehabilitation and the gamification of rehabilitation processes is an increasingly common practice. A key motivation for injecting playful or gameful activities into rehabilitation is to enhance engagement for home rehabilitation exercises by making them more fun. Multi-disciplinary cooperation is important to designing gameful activities. However, system design and development can be challenging between software engineers, health professionals, and academics due to terminology and knowledge differences. Sometimes skill and knowledge levels are also not optimal within the team. In both cases a comprehensive Rehabilitation Game Model (RGM) built on established principles, with an associated tool, can facilitate an effective design process. Factors that can be missed without use of a structured process include the potential impact of symptoms and variation in user demographic, personality or interaction preference. Our RGM helps game designers put a greater focus on variations between people in designing rehabilitation games. In this paper we provide an overview of the RGM and extending it to include rehabilitation aspects. We apply it to upper arm stroke rehabilitation. We present a representation of the output from the RGM that can form the basis for advice and guidance to serious game designers of upper arm stroke rehabilitation games.

KW - Assistive technology

KW - model

KW - profile

KW - rehabilitation game model.

M3 - Conference contribution

BT - Unknown Host Publication

ER -