Literature DB >> 26181682

Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research.

Josef Wiemeyer1, Judith Deutsch2, Laurie A Malone3, Jennifer L Rowland4, Maria C Swartz5, Jianjing Xiong6, Fang Fang Zhang6.   

Abstract

A group discussion of individuals with expertise working in the field of exergaming and rehabilitation focused on the issue of designing exergames for persons with disabilities as well as appropriate interventions using exergames. The purpose of these discussions was to develop recommendations for the design, evaluation, and application of exergames in therapy serving as potential guidelines for researchers, developers, and therapists. The following key issues were addressed: (1) Challenges in exergame design for persons with disabilities, (2) adaptation of exergames for persons with disabilities, (3) exergame interventions, and (4) future research directions. It is the hope of the group that the results of these recommendations will help improve the quality of exergame design and interventions and thereby increase opportunities for persons with disabilities to engage sustainably in exergaming.

Entities:  

Mesh:

Year:  2014        PMID: 26181682      PMCID: PMC4601672          DOI: 10.1089/g4h.2014.0078

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  10 in total

1.  A taxonomy of behavior change techniques used in interventions.

Authors:  Charles Abraham; Susan Michie
Journal:  Health Psychol       Date:  2008-05       Impact factor: 4.267

2.  An end to psychiatric detention? Implications of the United Nations Convention on the Rights of Persons with Disabilities.

Authors:  Brendan D Kelly
Journal:  Br J Psychiatry       Date:  2014-03       Impact factor: 9.319

Review 3.  Disentangling Fun and Enjoyment in Exergames Using an Expanded Design, Play, Experience Framework: A Narrative Review.

Authors:  Robin Mellecker; Elizabeth J Lyons; Tom Baranowski
Journal:  Games Health J       Date:  2013-06

Review 4.  Is There Evidence That Active Videogames Increase Energy Expenditure and Exercise Intensity for People Poststroke and with Cerebral Palsy?

Authors:  Judith E Deutsch; Phyllis Guarrera-Bowlby; Mary Jane Myslinski; Michal Kafri
Journal:  Games Health J       Date:  2014-12-03

5.  Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

Authors:  Maxime Robert; Laurent Ballaz; Raphael Hart; Martin Lemay
Journal:  Phys Ther       Date:  2013-04-11

6.  Energy expenditure and exercise intensity of interactive video gaming in individuals poststroke.

Authors:  Michal Kafri; Mary Jane Myslinski; Venkata K Gade; Judith E Deutsch
Journal:  Neurorehabil Neural Repair       Date:  2013-07-29       Impact factor: 3.919

Review 7.  Progressive Staging of Pilot Studies to Improve Phase III Trials for Motor Interventions.

Authors:  Bruce H Dobkin
Journal:  Neurorehabil Neural Repair       Date:  2009 Mar-Apr       Impact factor: 3.919

Review 8.  The role of exergaming in Parkinson's disease rehabilitation: a systematic review of the evidence.

Authors:  Gillian Barry; Brook Galna; Lynn Rochester
Journal:  J Neuroeng Rehabil       Date:  2014-03-07       Impact factor: 4.262

9.  Virtual reality therapy for adults post-stroke: a systematic review and meta-analysis exploring virtual environments and commercial games in therapy.

Authors:  Keith R Lohse; Courtney G E Hilderman; Katharine L Cheung; Sandy Tatla; H F Machiel Van der Loos
Journal:  PLoS One       Date:  2014-03-28       Impact factor: 3.240

10.  Retraining function in people with Parkinson's disease using the Microsoft kinect: game design and pilot testing.

Authors:  Brook Galna; Dan Jackson; Guy Schofield; Roisin McNaney; Mary Webster; Gillian Barry; Dadirayi Mhiripiri; Madeline Balaam; Patrick Olivier; Lynn Rochester
Journal:  J Neuroeng Rehabil       Date:  2014-04-14       Impact factor: 4.262

  10 in total
  12 in total

Review 1.  Promoting Physical Activity among Underserved Populations.

Authors:  Andrea S Mendoza-Vasconez; Sarah Linke; Mario Muñoz; Dori Pekmezi; Cole Ainsworth; Mayra Cano; Victoria Williams; Bess H Marcus; Britta A Larsen
Journal:  Curr Sports Med Rep       Date:  2016 Jul-Aug       Impact factor: 1.733

2.  Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities.

Authors:  Jennifer L Rowland; Laurie A Malone; Cali M Fidopiastis; Sangeetha Padalabalanarayanan; Mohanraj Thirumalai; James H Rimmer
Journal:  Phys Ther       Date:  2015-08-27

3.  Might Video Games Help Remedy Childhood Obesity?

Authors:  Tom Baranowski
Journal:  Child Obes       Date:  2015-05-15       Impact factor: 2.992

4.  Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies.

Authors:  Alexandra Schättin; Stephan Häfliger; Alain Meyer; Barbara Früh; Sonja Böckler; Yannic Hungerbühler; Eling D de Bruin; Sebastian Frese; Regula Steinlin Egli; Ulrich Götz; René Bauer; Anna Lisa Martin-Niedecken
Journal:  JMIR Serious Games       Date:  2021-05-07       Impact factor: 4.143

5.  Assessment of Active Video Gaming Using Adapted Controllers by Individuals With Physical Disabilities: A Protocol.

Authors:  Laurie A Malone; Sangeetha Padalabalanarayanan; Justin McCroskey; Mohanraj Thirumalai
Journal:  JMIR Res Protoc       Date:  2017-06-16

6.  Visual Data Exploration for Balance Quantification in Real-Time During Exergaming.

Authors:  Venustiano Soancatl Aguilar; Jasper J van de Gronde; Claudine J C Lamoth; Mike van Diest; Natasha M Maurits; Jos B T M Roerdink
Journal:  PLoS One       Date:  2017-01-30       Impact factor: 3.240

7.  Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

Authors:  Mohanraj Thirumalai; William B Kirkland; Samuel R Misko; Sangeetha Padalabalanarayanan; Laurie A Malone
Journal:  JMIR Rehabil Assist Technol       Date:  2018-03-06

8.  Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation.

Authors:  Wenge Xu; Hai-Ning Liang; Qiuyu He; Xiang Li; Kangyou Yu; Yuzheng Chen
Journal:  JMIR Serious Games       Date:  2020-07-27       Impact factor: 4.143

9.  Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.

Authors:  Judith E Deutsch; Aurora James-Palmer; Harish Damodaran; Urska Puh
Journal:  J Neuroeng Rehabil       Date:  2021-04-14       Impact factor: 4.262

10.  Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study.

Authors:  Laurie A Malone; Mohanraj Thirumalai; Sangeetha Padalabalanarayanan; Whitney N Neal; Sean Bowman; Tapan Mehta
Journal:  JMIR Serious Games       Date:  2019-02-01       Impact factor: 4.143

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