2015 IEEE Games Entertainment Media Conference (GEM) 2015
DOI: 10.1109/gem.2015.7377254
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Serious rehabilitation games with Kinect

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Cited by 8 publications
(6 citation statements)
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“…In 5 articles, the focus is on patients with musculoskeletal shoulder problems and patients with neurological disorders (eg, stroke) [ 42 , 76 , 80 , 81 , 83 ]. In total, 27 articles do not directly name the proposed target group [ 29 , 34 , 38 , 40 , 43 , 44 , 46 , 51 , 52 , 55 - 57 , 59 , 61 , 65 - 67 , 69 , 70 , 72 , 74 , 78 , 80 , 82 , 84 - 87 ].…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…In 5 articles, the focus is on patients with musculoskeletal shoulder problems and patients with neurological disorders (eg, stroke) [ 42 , 76 , 80 , 81 , 83 ]. In total, 27 articles do not directly name the proposed target group [ 29 , 34 , 38 , 40 , 43 , 44 , 46 , 51 , 52 , 55 - 57 , 59 , 61 , 65 - 67 , 69 , 70 , 72 , 74 , 78 , 80 , 82 , 84 - 87 ].…”
Section: Resultsmentioning
confidence: 99%
“…In total, 34 HETs use PC displays , 11 use smartphones , and 8 use televisions as hardware for output; 6 bigger screens (>40) or projectors [ 26 , 34 , 37 , 40 , 47 , 67 ] and 3 head-mounted displays [ 26 , 46 , 60 ] are also reported. Furthermore, 6 articles do not specify the hardware [ 38 , 49 , 66 , 69 , 72 , 75 ]; however, these 6 articles describe interfaces for games that require visual control by the patient.…”
Section: Resultsmentioning
confidence: 99%
“…Since all application systems were implemented to support training, half do not give feedback on the game (game feedback) but instead give feedback on the performance of exercises (therapy feedback). Therapy feedback often quantifies either the quality of exercise performance [ 37 , 42 , 45 , 46 , 52 ] or the progress/current status [ 44 , 50 ] to motivate patients or to ensure correct practice. Almost all application systems provided instructions, or even complete tutorials, for exercising correctly.…”
Section: Resultsmentioning
confidence: 99%
“…Encouraging motivation, as well as enhancing engagement, is one of several goals of gamification [ 56 , 57 ]. Certain publications describe their application systems as motivating (6 of the 27), without mentioning specific factors for this effect [ 23 , 25 , 32 , 36 , 39 , 46 ]. Furthermore, motivational effects are often based on general, superficial aspects, such as interactivity (12 of the 27), fun, enjoyment, and entertainment (13 of the 27).…”
Section: Resultsmentioning
confidence: 99%
“…Only 41 articles met the criteria explained earlier. Conversely, 80 articles did not meet the criteria because they (i) focus on rehabilitation on body parts different to upper limbs or focus on other types of rehabilitation [25][26][27][28][29][30][31][32][33][34][35][36][37][38][39][40][41][42][43][44] ; (ii) have purposes different to rehabilitation [45][46][47][48][49][50][51] (e.g., measurement of personal performance and development of musical skills); (iii) are editorial notes, reviews, and guidelines to develop serious games 1, ; (iv) are incomplete articles 74 ; (v) are up to three pages in length [75][76][77][78] ; (vi) are not written in English [79][80][81] ; and (vii) are out of the scope of this review. 82 This review includes articles with QualSyst percentages q70%.…”
Section: Resultsmentioning
confidence: 99%