Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare
Autor(a) principal: | |
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Data de Publicação: | 2022 |
Outros Autores: | , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10400.14/40566 |
Resumo: | Serious games are videogames that are used with purposes that go beyond the mere entertainment of the player. Among their many applications, healthcare is one of the most prominent ones, as serious games can have a wide range of uses within this field, namely physical rehabilitation of patients. For this purpose, both custom-made serious games and commercial entertainment titles, such as those for Nintendo Wii, can be used. However, while custom-made serious games appear to be more clinically effective, patients seem to prefer the gaming experience of playing a commercial title. This paper aims to compare the game goals and the aesthetics of Wii Sports (a commercial title used in the context of physical rehabilitation) with custom-made serious games that have obtained clinically significant results in upper limb rehabilitation, in order to try and understand what can be done to bridge the gap between these two approaches. |
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Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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7160 |
spelling |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcareSerious gamesVideogamesGame designGame aestheticsHealthcareSerious games are videogames that are used with purposes that go beyond the mere entertainment of the player. Among their many applications, healthcare is one of the most prominent ones, as serious games can have a wide range of uses within this field, namely physical rehabilitation of patients. For this purpose, both custom-made serious games and commercial entertainment titles, such as those for Nintendo Wii, can be used. However, while custom-made serious games appear to be more clinically effective, patients seem to prefer the gaming experience of playing a commercial title. This paper aims to compare the game goals and the aesthetics of Wii Sports (a commercial title used in the context of physical rehabilitation) with custom-made serious games that have obtained clinically significant results in upper limb rehabilitation, in order to try and understand what can be done to bridge the gap between these two approaches.Veritati - Repositório Institucional da Universidade Católica PortuguesaVieira, CatarinaPerrotta, AndréPais-Vieira, Carla2023-03-14T11:24:20Z2022-12-302022-12-30T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.14/40566eng1646-979810.34632/jsta.2022.1173285150959600000935219300004info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-09-06T12:41:23Zoai:repositorio.ucp.pt:10400.14/40566Portal AgregadorONGhttps://www.rcaap.pt/oai/openairemluisa.alvim@gmail.comopendoar:71602024-09-06T12:41:23Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare |
title |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare |
spellingShingle |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare Vieira, Catarina Serious games Videogames Game design Game aesthetics Healthcare |
title_short |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare |
title_full |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare |
title_fullStr |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare |
title_full_unstemmed |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare |
title_sort |
Serious games for physical rehabilitation: aesthetic discrepancies between custom-made serious games and commercial titles used for healthcare |
author |
Vieira, Catarina |
author_facet |
Vieira, Catarina Perrotta, André Pais-Vieira, Carla |
author_role |
author |
author2 |
Perrotta, André Pais-Vieira, Carla |
author2_role |
author author |
dc.contributor.none.fl_str_mv |
Veritati - Repositório Institucional da Universidade Católica Portuguesa |
dc.contributor.author.fl_str_mv |
Vieira, Catarina Perrotta, André Pais-Vieira, Carla |
dc.subject.por.fl_str_mv |
Serious games Videogames Game design Game aesthetics Healthcare |
topic |
Serious games Videogames Game design Game aesthetics Healthcare |
description |
Serious games are videogames that are used with purposes that go beyond the mere entertainment of the player. Among their many applications, healthcare is one of the most prominent ones, as serious games can have a wide range of uses within this field, namely physical rehabilitation of patients. For this purpose, both custom-made serious games and commercial entertainment titles, such as those for Nintendo Wii, can be used. However, while custom-made serious games appear to be more clinically effective, patients seem to prefer the gaming experience of playing a commercial title. This paper aims to compare the game goals and the aesthetics of Wii Sports (a commercial title used in the context of physical rehabilitation) with custom-made serious games that have obtained clinically significant results in upper limb rehabilitation, in order to try and understand what can be done to bridge the gap between these two approaches. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-12-30 2022-12-30T00:00:00Z 2023-03-14T11:24:20Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10400.14/40566 |
url |
http://hdl.handle.net/10400.14/40566 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
1646-9798 10.34632/jsta.2022.11732 85150959600 000935219300004 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
mluisa.alvim@gmail.com |
_version_ |
1817547079492304896 |