Games! What are they good for? : the struggle of serious game adoption for rehabilitation

dc.contributor.authorFonseca, Maria Micaela
dc.contributor.authorFachada, Nuno
dc.contributor.authorSousa, Micael
dc.contributor.authorOliveira, Jorge
dc.contributor.authorRodrigues, Pedro
dc.contributor.authorSousa, Sara
dc.contributor.authorQuaresma, Claudia
dc.contributor.authorLopes, Phil
dc.contributor.institutionHEI-LAB - Human Environment Interaction Lab
dc.contributor.institutionECATI - School of Communication, Architecture, Arts and Information Technologies
dc.contributor.institutionCOPELABS - Cognitive and People-centric Computing
dc.date.accessioned2025-08-18T15:15:03Z
dc.date.available2025-08-18T15:15:03Z
dc.date.issued2025-01-12
dc.description.abstractThe field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists face barriers to adopting serious games in rehabilitation, including limited training and game literacy, concerns about cost and equipment availability, and a lack of evidence-based research on game effectiveness. Serious games for rehabilitation often involve repetitive exercises, which can be tedious and reduce motivation for continued rehabilitation, treating clients as passive recipients of clinical outcomes rather than players. This study identifies gaps and provides essential insights for advancing serious games in rehabilitation, aiming to enhance their engagement for clients and effectiveness as a therapeutic tool. Addressing these challenges requires a paradigm shift towards developing and co-creating serious games for rehabilitation with therapists, researchers, and stakeholders. Furthermore, future research is crucial to advance the development of serious games, ensuring they adhere to evidence-based principles and engage both clients and therapists. This endeavor will identify gaps in the field, inspire new directions, and support the creation of practical guidelines for serious games research.en
dc.identifier.citationFonseca, M M, Fachada, N, Sousa, M, Oliveira, J, Rodrigues, P, Sousa, S, Quaresma, C & Lopes, P 2025 'Games! What are they good for? the struggle of serious game adoption for rehabilitation'. https://doi.org/10.48550/arXiv.2501.06901
dc.identifier.doihttps://doi.org/10.48550/arXiv.2501.06901
dc.identifier.urihttp://hdl.handle.net/10437/15498
dc.language.isoeng
dc.rightsopenAccess
dc.subjectGAMES
dc.subjectGAMES DESIGN
dc.subjectVIRTUAL REALITY
dc.subjectJOGOS
dc.subjectDESIGN DE JOGOS
dc.subjectREALIDADE VIRTUAL
dc.titleGames! What are they good for? : the struggle of serious game adoption for rehabilitationen
dc.type

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