2015
DOI: 10.1007/s11257-015-9154-6
|View full text |Cite
|
Sign up to set email alerts
|

Adaptation in serious games for upper-limb rehabilitation: an approach to improve training outcomes

Abstract: In this paper, we propose a game adaptation technique that seeks to improve the training outcomes of stroke patients during a therapeutic session. This technique involves the generation of customized game levels, which difficulty is dynamically adjusted to the patients' abilities and performance. Our goal was to evaluate the effect of this adaptation strategy on the training outcomes of post-stroke patients during a therapeutic session. We hypothesized that a dynamic difficulty adaptation strategy would have a… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
59
0

Year Published

2018
2018
2023
2023

Publication Types

Select...
4
4
1

Relationship

0
9

Authors

Journals

citations
Cited by 101 publications
(63 citation statements)
references
References 36 publications
(55 reference statements)
0
59
0
Order By: Relevance
“…This enables service providers to aim to create a specific gameful experience or a specific level of this experience. This state perspective also has the potential to make services adapt to changes of the gameful experience over time (for example, the experience of being challenge declines); a type of continuous adaption to the progress and skill of a user previously suggested both for games (Georgiou and Demiris 2017) and for gamified services (Afyouni et al 2017;Hocine et al 2015). However, doing this with GAMEFULQUEST comes at the cost of continuous measurement for the user.…”
Section: Discussionmentioning
confidence: 99%
“…This enables service providers to aim to create a specific gameful experience or a specific level of this experience. This state perspective also has the potential to make services adapt to changes of the gameful experience over time (for example, the experience of being challenge declines); a type of continuous adaption to the progress and skill of a user previously suggested both for games (Georgiou and Demiris 2017) and for gamified services (Afyouni et al 2017;Hocine et al 2015). However, doing this with GAMEFULQUEST comes at the cost of continuous measurement for the user.…”
Section: Discussionmentioning
confidence: 99%
“…Adaptability: Games should be adapted to the player, especially when dealing with patients that suffered a stroke or some debilitating condition, since they are already under stress and frustration. Therefore, the game should adapt itself to be not too easy, which would be boring for the player, nor too hard, which would frustrate the patient even more [12,13]. For example, a dynamic difficulty adaptation technique can be used [13], which differs from the commonly used techniques of incremental difficulty adaptation and random difficulty adaptation.…”
Section: Patient Motivationmentioning
confidence: 99%
“…Therefore, the game should adapt itself to be not too easy, which would be boring for the player, nor too hard, which would frustrate the patient even more [12,13]. For example, a dynamic difficulty adaptation technique can be used [13], which differs from the commonly used techniques of incremental difficulty adaptation and random difficulty adaptation. This technique is based on the generation of game levels adapted to each patient.…”
Section: Patient Motivationmentioning
confidence: 99%
“…Similarly, Bakkes et al (2014) personalise levels taking into account challenge balancing within an enhanced version of Infinite Mario Bros, such that short new level segments are generated during gameplay by mapping gameplay observations to player experience estimates. Hocine et al (2015) use player profiles in conjunction with a training module in serious games to model a stroke patient's motor abilities based on short-term prediction and their daily physical condition, which are then used to generate dynamically-customised game difficulty levels.…”
Section: Personalisation In Gamesmentioning
confidence: 99%