Therapeutic Gaming in Context: Observing Game Use for Brain Injury Rehabilitation

Jinghui Cheng, C. Putnam
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引用次数: 8

Abstract

Video games are often used in brain injury (BI) therapy sessions to help motivate patients to engage in rehabilitation activities. However, very little is known about contexts of game use in real-world rehabilitation settings. In this paper, we explore contexts of commercial game use in BI therapy through observation of inpatient therapy sessions. Based on a systematic analysis of the observation recordings, we found that (1) only 30% of session time was used for gameplay; (2) therapists needed to provide various kinds of cognitive and physical patient support during the play sessions; and (3) therapists adopted multiple strategies to reinforce the therapeutic values of the games. This study is helping us create decision and information sharing tools to support the use and creation of games for BI rehabilitation.
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治疗性游戏:观察游戏在脑损伤康复中的使用
电子游戏经常用于脑损伤(BI)治疗,以帮助激励患者参与康复活动。然而,我们对游戏在现实康复环境中的使用情况知之甚少。在本文中,我们通过观察住院患者的治疗过程来探索商业游戏在BI治疗中的使用背景。基于对观察记录的系统分析,我们发现:(1)只有30%的会话时间用于玩法;(2)治疗师需要在游戏过程中提供各种认知和身体支持;(3)治疗师采用多种策略来强化游戏的治疗价值。这项研究帮助我们创建决策和信息共享工具,以支持BI康复游戏的使用和创建。
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