Gaming and social interactions in the rehabilitation of brain injuries: a pilot study with the Nintendo Wii Console
Loureiro, Rui C. V. and Valentine, D. and Lamperd, Bob and Collin, Christine and Harwin, William (2010) Gaming and social interactions in the rehabilitation of brain injuries: a pilot study with the Nintendo Wii Console. In: Designing inclusive interactions: inclusive interactions between people and products in their contexts of use. Langdon, Patrick and Clarkson, Peter and Robinson, Peter, eds. Springer-Verlag London, London, UK, pp. 219-228. ISBN 9781849961653
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Official URL: http://dx.doi.org/10.1007/978-1-84996-166-0_21
Physical rehabilitation of brain injuries and strokes is a time consuming and costly process. Over the past decade several studies have emerged looking at the use of highly sophisticated technologies, such as robotics and virtual reality to tap into the needs of clinicians and patients. While such technologies can be a valuable tool to facilitate intensive movement practice in a motivating and engaging environment, success of therapy also depends on self-administered therapy beyond hospital stay. With the emergence of low-cost gaming consoles such as the Nintendo Wii, new opportunities arise for home-therapy paradigms centred on social interactions and values, which could reduce the sense of isolation and other depression related complications. In this paper we examine the potential, user acceptance and usability of an unmodified Nintendo Wii gaming console as a low-cost treatment alternative to complement current rehabilitation programmes.
|Item Type:||Book Section|
This book contains the foremost papers from the Cambridge Workshop on Universal Access and Assistive Technology (CWUAAT) held at Fitzwilliam College, Cambridge, in March 2010.
|Research Areas:||Science & Technology > Human Computer Interaction|
|Deposited On:||13 Apr 2012 06:51|
|Last Modified:||01 Oct 2013 09:58|
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