2012
DOI: 10.1007/978-3-642-33542-6_57
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The Social Maze: A Collaborative Game to Motivate MS Patients for Upper Limb Training

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Cited by 10 publications
(7 citation statements)
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“…However, as most commercially available video games are designed for entertainment purposes, they may be too fast-paced for the sensorimotor-impaired in a rehabilitation setting [ 35 ]. Serious and social games, not aimed primarily at entertainment [ 36 , 37 ], are more likely to be effective as they can be specifically tailored for rehabilitation settings [ 38 ].…”
Section: Introductionmentioning
confidence: 99%
“…However, as most commercially available video games are designed for entertainment purposes, they may be too fast-paced for the sensorimotor-impaired in a rehabilitation setting [ 35 ]. Serious and social games, not aimed primarily at entertainment [ 36 , 37 ], are more likely to be effective as they can be specifically tailored for rehabilitation settings [ 38 ].…”
Section: Introductionmentioning
confidence: 99%
“…There are a growing number of computer-assisted and sensor-based applications that support clinical assessment and rehabilitation for MS patients. These include social gaming [ 23 ], exoskeletons [ 24 ], and virtual environments [ 25 ]. More recently, a number of depth-sensing computer vision applications for MS rehabilitation have also been evaluated (eg, [ 7 ]), which show both successful implementation and good acceptability by patients.…”
Section: Discussionmentioning
confidence: 99%
“…Games designed primarily for entertainment may be too fast-paced for sensorimotor-impaired individuals [86]. Serious games developed not purely for entertainment but specifically for rehabilitation [87, 88] hold more promise in this regard [89, 90]. These games should enable clinicians to tailor the game as rehabilitation progresses to ensure that the appropriate level of difficulty is maintained throughout the recovery process [91].…”
Section: Challenges To Adoption and Accessibility To Robot-assisted Rmentioning
confidence: 99%