The Design, Development and Evaluation of an Accessible Serious Gaming System for Children with Cerebral Palsy

David A. Hobbs, Brett G. Wilkinson, Max B. Hughes, Alexander (Sandy) W. Walker, Remo (Ray) N. Russo, Susan L. Hillier, Karen J. Reynolds

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

Engaging children with CP (cerebral palsy) in meaningful therapy or exercise can be difficult, despite the merits of the intervention, the potential therapeutic benefits that accompany compliance, and the best intentions of family and rehabilitation specialists to motivate and encourage the child. However, serious games (SG) are highlighted as a resource for engaging children with CP in an
immersive and engaging environment. The aim of most SG interventions is to utilise technology to improve attention, engagement, and motivation, which most therapists acknowledge is a challenge when it comes to a rehabilitation programme. This chapter will discuss the design philosophy and evaluation process of a novel SG system in readiness for a home-based trial. In doing so, the chapter addresses both software and hardware accessibility issues simultaneously. A design emphasis for the system as a whole was the incorporation of sensory (haptic) feedback into both the games and the controller to augment the potentialtherapeutic effects of play.
Original languageEnglish
Title of host publicationVirtual Reality Games for Rehabilitation
EditorsEva Brooks, David J. Brown
PublisherSpringer Nature
Chapter8
Pages169-189
Number of pages21
Volume3
ISBN (Electronic)978-1-0716-3371-7
ISBN (Print)978-1-0716-3369-4
DOIs
Publication statusPublished - Sept 2023

Publication series

NameVirtual Reality Technologies for Health and Clinical Applications
PublisherSpringer
ISSN (Print)2199-4684
ISSN (Electronic)2199-4692

Keywords

  • Cerebral palsy
  • Serious games
  • Accessible game design
  • Universal Design
  • Specially developed games
  • Co-design
  • evaluation
  • haptic

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