Skip to main content

Serious Games for the Rehabilitation of Disabled People: Results of a Multilingual Survey

  • Conference paper
  • First Online:

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1002))

Abstract

The paper reports the results of an original mixed-methods survey on the experiences and attitudes of disabled people to digital games in rehabilitation. Serious games are very widely used, but there is currently no research from the perspective of disabled people on their use in rehabilitation. A majority of participants were found to consider games in rehabilitation useful or very useful, with particular interest in games with a camera and sensors. Some statistically significant differences were found between the experiences and attitudes of blind and other disabled people and under and over 40s, but the results were found to be male-female gender independent. Several theories of technology use were applied to interpret the findings. The results were used to provide recommendations for the development and implementation of serious games in rehabilitation and suggestions for further work.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   49.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   64.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Alankus, G., Lazar, A., May, M., Kelleher, C.: Towards customizable games for stroke rehabilitation. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, New York, pp. 2113–2122 (2010)

    Google Scholar 

  2. Bartoli, L., Corradi, C., Garzotto, F., Valoriani, M.: Exploring motion-based touchless games for autistic children’s learning. In: Proceedings of the 12th International Conference on Interaction Design and Children, pp. 102–111 (2013)

    Google Scholar 

  3. Bernardini, S., Porayska-Pomsta, K., Smith, T.J.: ECHOES: an intelligent serious game for fostering social communication in children with autism. Inf. Sci. 264, 41–60 (2014)

    Article  Google Scholar 

  4. Boyle, E.A., Hainey, T., Connolly, T.M., et al.: An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Comput. Educ. 94, 178–192 (2016)

    Article  Google Scholar 

  5. Brashear, H., Henderson, V., Park, K.H., et al.: American sign language recognition in game development for deaf children. In: Proceedings of the 8th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 79–86 (2006)

    Google Scholar 

  6. Brisenden, S.: Independent living and the medical model of disability. Disabil. Handicap Soc. 1(2), 173–178 (1986). https://doi.org/10.1080/02674648666780171

    Article  Google Scholar 

  7. Burke, J.W., McNeill, M.D.J., Charles, D.K., et al.: Optimising engagement for stroke rehabilitation using serious games. Vis. Comput. 25(12), 1085 (2009)

    Article  Google Scholar 

  8. Burke, J.W., McNeill, M.D.J., Charles, D.K., et al.: Serious games for upper limb rehabilitation following stroke. In: Proceedings of the Conference on VS-GAMES 2009, pp. 103–110 (2009)

    Google Scholar 

  9. Cano, A.R., Fernández-Manjón, B., García-Tejedor, Á.J.: Using game learning analytics for validating the design of a learning game for adults with intellectual disabilities. Br. J. Edu. Technol. 49(4), 659–672 (2018)

    Article  Google Scholar 

  10. CEN: CEN workshop agreement CWA 14661. Guidelines to standardisers of ICT products and services in the CEN ICT domain (2003). ftp://cenftp1.cenorm.be/PUBLIC/CWAs/e-Europe/DFA/cwa14661-00-2003-Feb.pdf. Accessed 12 Aug 2010

  11. Cherniack, E.P.: Not just fun and games: applications of virtual reality in the identification and rehabilitation of cognitive disorders of the elderly. Disabil. Rehabil.: Assist. Technol. 6(4), 283–289 (2011)

    Google Scholar 

  12. Connell, B.R. et al.: The principles of universal design version 2.0 (1997). http://www.design.ncsu.edu/cud/about_ud/udprinciplestext.htm. Accessed 11 Aug 2010

  13. Connolly, T.M., Boyle, E.A., MacArthur, E., et al.: A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 59(2), 661–686 (2012)

    Article  Google Scholar 

  14. Dandashi, A., Karkar, A.G., Saad, S., et al.: Enhancing the cognitive and learning skills of children with intellectual disability through physical activity and edutainment games. Int. J. Distrib. Sens. Netw. 11(6) (2015)

    Google Scholar 

  15. DeSanctis, G., Poole, M.S.: Capturing the complexity in advanced technology use: adaptive structuration theory. Organ. Sci. 5(2), 121–147 (1994)

    Article  Google Scholar 

  16. Federici, S., et al.: Checking an integrated model of web accessibility and usability evaluation for disabled people. Disabil. Rehabil. 27(13), 781–790 (2005)

    Article  Google Scholar 

  17. Flores, E., Tobon, G., Cavallaro, E., et al.: Improving patient motivation in game development for motor deficit rehabilitation. In: Proceedings of the International Conference on Advances in Computer Entertainment Technology, pp. 381–384 (2008)

    Google Scholar 

  18. Grammenos, D., Savidis, A., Stephanidis, C.: Designing universally accessible games. Comput. Entertain. 7(1), Article 8 (2009)

    Google Scholar 

  19. Halton, J.: Virtual rehabilitation with video games: a new frontier for occupational therapy. Occup. Ther. Now 9(6), 12–14 (2008)

    Google Scholar 

  20. Henderson, V., Lee, S., Brashear, H., et al.: Development of an American Sign Language game for deaf children. In: Proceedings of the Conference on Interaction Design and Children, pp. 70–79 (2005)

    Google Scholar 

  21. Hersh, M.A., Johnson, M.A.: On modelling assistive technology systems part I: modelling framework. Technol. Disabil. 20(3), 193–215 (2008)

    Google Scholar 

  22. Kato, P.M.: Video games in health care: closing the gap. Rev. Gen. Psychol. 14(2), 113 (2010)

    Article  Google Scholar 

  23. Kueider, A.M., Parisi, J.M., Gross, A.L., et al.: Computerized cognitive training with older adults: a systematic review. PLoS One 7(7), e40588 (2012)

    Article  Google Scholar 

  24. Langsrud, Ø. http://www.langsrud.com/fisher.htm. Accessed 20 Nov 2018

  25. Lee, S., Henderson, V., Hamilton, H., et al.: A gesture-based American Sign Language game for deaf children. In: Proceedings of the CHI 2005 Extended Abstracts on Human Factors in Computing Systems, pp. 1589–1592 (2005)

    Google Scholar 

  26. Ma, M., Bechkoum, K.: Serious games for movement therapy after stroke. In: Proceedings of the IEEE International Conference on Systems, Man and Cybernetics, pp. 1872–1877 (2008)

    Google Scholar 

  27. Milne, L.R., Bennett, C.L., Ladner, R.E., et al.: BraillePlay: educational smartphone games for blind children. In: Proceedings of the 16th International ACM SIGACCESS Conference on Computers and Accessibility, pp. 137–144 (2014)

    Google Scholar 

  28. Omelina, L., Jansen, B., Bonnechere, B., et al.: Serious games for physical rehabilitation: designing highly configurable and adaptable games. In: Proceedings of the 9th International Conference on Disability, Virtual Reality and Associated Technologies, pp. 195–201 (2012)

    Google Scholar 

  29. Piper, A.M., O’Brien, E., Morris, M.R., et al.: SIDES: a cooperative tabletop computer game for social skills development. In: Proceedings of the 20th Anniversary Conference on Computer Supported Cooperative Work, pp. 1–10 (2006)

    Google Scholar 

  30. Rego, P., Moreira, P.M., Reis, L.P.: Serious games for rehabilitation: a survey and a classification towards a taxonomy. In: Proceedings of the 5th Iberian Conference on Information Systems and Technologies, Santiago de Compostela, pp. 1–6 (2010)

    Google Scholar 

  31. Saini, S., Rambli, D.R.A., Sulaiman, S., et al.: A low-cost game framework for a home-based stroke rehabilitation system. In: Computer and Information Science International Conference, vol. 1, pp. 55–60 (2012)

    Google Scholar 

  32. Schönauer, C., Pintaric, T., Kaufmann, H.: Full body interaction for serious games in motor rehabilitation. In: Proceedings of the 2nd Augmented Human International Conference, p. 4 (2011)

    Google Scholar 

  33. Standen, P.J., Brown, D.J.: Virtual reality in the rehabilitation of people with intellectual disabilities. Cyberpsychology Behav. 8(3), 272–282 (2005)

    Article  Google Scholar 

  34. Standen, P.J., Rees, F., Brown, D.J.: Effect of playing computer games on decision making in people with intellectual disabilities. J. Assist. Technol. 3(2), 4–12 (2009)

    Article  Google Scholar 

  35. Surry, D.W., Land, S.M.: Strategies for motivating higher education faculty to use technology. Innov. Educ. Train. Int. 37(2), 145–153 (2000)

    Article  Google Scholar 

  36. Venkatesh, V., Davis, F.D.: A theoretical extension of the technology acceptance model: four longitudinal field studies. Manag. Sci. 46(2), 186–204 (2000)

    Article  Google Scholar 

  37. Wehmeyer, M.L.: Self-determination and individuals with severe disabilities: re-examining meanings and misinterpretations. Res. Pract. Persons Sev. Disabil. 30(3), 113–120 (2005). https://doi.org/10.2511/rpsd.30.3.113

    Article  Google Scholar 

  38. Wiemeyer, J., Kliem, A.: Serious games in prevention and rehabilitation—a new panacea for elderly people. Eur. Rev. Aging Phys. Act. 9(1), 41–50 (2012)

    Article  Google Scholar 

  39. Wood, W.M., Fowler, C.H., Uphold, N., Test, D.W.: A review of self-determination interventions with individuals with severe disabilities. Res. Pract. Persons Sev. Disabil. 30(3), 121–146 (2005). https://doi.org/10.2511/rpsd.30.3.121

    Article  Google Scholar 

  40. Yuan, B., Folmer, E., Harris Jr., F.C.: Game accessibility: a survey. Univ. Access Inf. Soc. 10(1), 81–100 (2011)

    Article  Google Scholar 

Download references

Acknowledgements

We would like to thank everyone who completed a questionnaire or helped distribute them. We are very grateful for their assistance. Ethical Approval was obtained from the Ethics Committee of the College of Science and Engineering at the University of Glasgow. There are no conflicts of interest. An earlier version of the paper was published as Serious Games for the Rehabilitation of Disabled People in Rehab 2016 Workshop, ACM Digital Library.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Marion Hersh .

Editor information

Editors and Affiliations

Appendix 1 Section C The Use of Games for Rehabilitation

Appendix 1 Section C The Use of Games for Rehabilitation

Questions 11–15 are for people who use games in rehabilitation. Question 18 is for those who do not. Questions 17–32 are for everyone.

  1. 11.

    What digital games do you use?

    1. a.

      In general

    2. b.

      In rehabilitation

  2. 12.

    What type of rehabilitation do you use these games for?

  3. 13.

    Please describe briefly your use of these games in rehabilitation

  4. 14.

    How often would use typically use digital games during a programme of rehabilitation?

  • More than 4 hours a day___

  • 2–4 hours a day___

  • Once 1 day___

  • 2 or 3 times a week___

  • Once a week___

  • Once a month___

  • It depends___

  • Other please specify ______

  1. 15.

    Please comment on your use of digital games, particularly in rehabilitation

  2. 16.

    If you do not use or rarely use digital games either on computer or smart phone/table why is this? (please indicate all that hold)

  • I do not like games or have not found any digital games I like____

  • I have not participated in rehabilitation____

  • I did not know that games were available for rehabilitation____

  • I am not aware of suitable games____

  • I do not think that they would be useful for me____

  • I do not find digital games accessible____

  • Other please specify _______________

  1. 17.

    Do you think that digital games could be useful to support your rehabilitation or the rehabilitation of other people with similar disabilities?

    • Not at all useful___

    • Not useful___

    • Neither useful nor not useful___

    • Useful___

    • Very useful___

  2. 18.

    Please comment on your reply to the previous question

  3. 19.

    For what age groups do you think digital games could be useful in rehabilitation? (please indicate all that hold)

    • For preschool children____

    • For children from 6 to 12 years____

    • For teenagers____

    • For young adults (18–30 years)____

    • For adults (31–70 years)____

    • For older people (over 70 years)____

  4. 20.

    Please comment on your replies to the previous question

  5. 21.

    Do you think that digital games with a camera or other sensors able to detect movement would be useful in your rehabilitation or that of people with similar disabilities?

    • Not at all useful___

    • Not useful___

    • Neither useful nor not useful___

    • Useful___

    • Very useful___

  6. 22.

    Please comment on your replies to the previous question.

  7. 23.

    What activities could you or other disabled people usefully practice or carry out with the aid of a game with sensors and cameras?

  8. 24.

    Please comment on your reply to the previous question.

  9. 25–30.

    Indicate from 1 (not at all useful) to 5 (very useful) how useful you consider X as a way for a digital game to give you information. 25 vibration; 26 pressure or tapping; 27 other tactile information; 28 speech; 29 sound; 30 other types of information.

  10. 31.

    Please comment on your replies to questions 25–30.

  11. 32.

    Please give further comments and suggestions for the use of digital games to support rehabilitation and/or education.

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Hersh, M., Leporini, B. (2019). Serious Games for the Rehabilitation of Disabled People: Results of a Multilingual Survey. In: Fardoun, H., Hassan, A., de la Guía, M. (eds) New Technologies to Improve Patient Rehabilitation. REHAB 2016. Communications in Computer and Information Science, vol 1002. Springer, Cham. https://doi.org/10.1007/978-3-030-16785-1_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-16785-1_8

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-16784-4

  • Online ISBN: 978-3-030-16785-1

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics