{"title":"动作游戏在脑损伤康复中的应用:住院病人护理的原位多方法研究","authors":"C. Putnam, Jinghui Cheng","doi":"10.1145/2513383.2513390","DOIUrl":null,"url":null,"abstract":"In this project, we explored how commercial motion-based video games were used in a rehabilitation hospital with patients who have had a brain injury (BI). We interviewed therapists and observed game sessions. Major findings included: (a) the social aspects of gaming were highly valued; (b) therapists had varied physical, cognitive and social goals when using games; and (c) therapists made game decisions primarily based on familiarity versus choosing games that best match therapeutic goals and patient profiles. Our exploration exposed a need for decision tools to help therapists make evidence-based decisions about commercial games; i.e. to help them choose games that match session goals and patient profiles. We have expanded our research to include diary studies in order to gather data for 'seed cases' for decision tools that use case-based reasoning.","PeriodicalId":378932,"journal":{"name":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","volume":"55 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2013-10-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care\",\"authors\":\"C. Putnam, Jinghui Cheng\",\"doi\":\"10.1145/2513383.2513390\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this project, we explored how commercial motion-based video games were used in a rehabilitation hospital with patients who have had a brain injury (BI). We interviewed therapists and observed game sessions. Major findings included: (a) the social aspects of gaming were highly valued; (b) therapists had varied physical, cognitive and social goals when using games; and (c) therapists made game decisions primarily based on familiarity versus choosing games that best match therapeutic goals and patient profiles. Our exploration exposed a need for decision tools to help therapists make evidence-based decisions about commercial games; i.e. to help them choose games that match session goals and patient profiles. We have expanded our research to include diary studies in order to gather data for 'seed cases' for decision tools that use case-based reasoning.\",\"PeriodicalId\":378932,\"journal\":{\"name\":\"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility\",\"volume\":\"55 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2013-10-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2513383.2513390\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2513383.2513390","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Motion-games in brain injury rehabilitation: an in-situ multi-method study of inpatient care
In this project, we explored how commercial motion-based video games were used in a rehabilitation hospital with patients who have had a brain injury (BI). We interviewed therapists and observed game sessions. Major findings included: (a) the social aspects of gaming were highly valued; (b) therapists had varied physical, cognitive and social goals when using games; and (c) therapists made game decisions primarily based on familiarity versus choosing games that best match therapeutic goals and patient profiles. Our exploration exposed a need for decision tools to help therapists make evidence-based decisions about commercial games; i.e. to help them choose games that match session goals and patient profiles. We have expanded our research to include diary studies in order to gather data for 'seed cases' for decision tools that use case-based reasoning.