Serious games for stroke patients: Attending to clinical staff's voices
- Authors
- Seo, Kyoungwon; Jieun Kim; Lee, Jangsun; Jang, Sungho; Ryu, Ho Kyoung Blake
- Issue Date
- Aug-2013
- Publisher
- International Association of Societies of Design Research
- Keywords
- clinical staff; stroke; motion-based rehabilitation game; contextual inquiry
- Citation
- Proceedings of International Congress of International Association of Societies of Design Research, pp.1 - 10
- Indexed
- OTHER
- Journal Title
- Proceedings of International Congress of International Association of Societies of Design Research
- Start Page
- 1
- End Page
- 10
- URI
- https://scholarworks.bwise.kr/hanyang/handle/2021.sw.hanyang/162107
- Abstract
- A motion-based rehabilitation game is gaining a solid ground in that it can provide thestroke patients with the repetitive training effect for a functional improvement of upper extremity(UE). Many proved potential utilities of the motion-based rehabilitation games for the firststakeholders, i.e., patients, but the organizational benefits for other key stakeholders (e.g., clinicalstaff such as physiatrists and occupational therapists) have been less attended. This paper reports onour design experience of a natural interaction based rehabilitation program ? ‘RehabMaster’,addressing the rather different requirements from the clinical staffs. A practical rehabilitationsession assessed a two-week clinical trial with sixteen stroke patients, seven physiatrists and threeoccupational therapists, and essential requirements of the clinical staffs were observed. We learntthat a key to the clinical-level serious game design is to mimic actual social settings of what thestakeholders are indeed interacting with.
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