2018
DOI: 10.17083/ijsg.v5i2.244
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Development of a Hardware/Software System for Proprioception Exergaming

Abstract: Physiotherapy and rehabilitation are getting ever more relevance as an integral part of healthcare devising and employing new, effective methodologies and tools. However, not seldom are such tools boring and difficult to use properly for achieving the given training and therapeutic goals. Exergaming, the combination of physical exercise and video gaming, may help to overcome these issues by offering enjoyment and motivation. However, the literature lacks papers investigating how to integrate such devices into … Show more

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Cited by 5 publications
(2 citation statements)
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“…For example, multiplayer elements have been proven good at this as they can increase players' engagement in the game and consequently their playing retention [14,15]. Exergames can also be used to guide users towards more meaningful and effective physical activities [16,17]. On the other hand, players can get bored on individual exergames quickly before significant improvements take place.…”
Section: Introductionmentioning
confidence: 99%
“…For example, multiplayer elements have been proven good at this as they can increase players' engagement in the game and consequently their playing retention [14,15]. Exergames can also be used to guide users towards more meaningful and effective physical activities [16,17]. On the other hand, players can get bored on individual exergames quickly before significant improvements take place.…”
Section: Introductionmentioning
confidence: 99%
“…"Development of a Hardware/Software System for Proprioception Exergaming", [5], by Kobeissi et Al., investigates how to integrate tools for proprioception (equilibrium and balance) training into a serious game combining effectiveness and enjoyment. They devel-oped a system including a balance board, which was instrumented to act as a motion controller for an ad-hoc developed, simple 3D video game simulating downhill skiing as an equilibrium-relevant sport activity.…”
Section: "Employee Profiles and Preferences Towards Iot-enabled Gamifmentioning
confidence: 99%