scholarly journals Design and Development of One-Switch Video Games for Children with Severe Motor Disabilities

2017 ◽  
Vol 10 (4) ◽  
pp. 1-42 ◽  
Author(s):  
Sebastián Aced López ◽  
Fulvio Corno ◽  
Luigi De Russis
Author(s):  
Carmen Van Ommen ◽  
Barbara S. Chaparro

According to a survey conducted by the CDC, it is estimated that 26% of Americans are living with a disability. Of those with disabilities in the United States, it is estimated that 33 million play video games. People with disabilities face many barriers in gaming, which is likely to impact game satisfaction. Measuring game satisfaction among this population can be problematic if the scale is not adapted to their needs, which can vary significantly based on the disability. To understand how best to assess game satisfaction among these populations, we discuss the issues people with cognitive, sensory, and/or motor disabilities may face when completing assessment scales and then use the validated Game User Experience Satisfaction Scale (GUESS) as a framework for understanding the game design issues that may impact satisfaction.


Author(s):  
Tiago Martins ◽  
Vítor Carvalho ◽  
Filomena Soares

As a significant number of individuals have severe motor disabilities due to neurological and musculoskeletal conditions, it is important to provide them with an appropriate rehabilitation program in order to improve their quality of life. Several study results suggest that many elements of the interactive games have tremendous potential as rehabilitation tools. Serious games can entertain the players, while rewarding and reinforcing healthy movements. As these technologies create a pleasant environment, they motivate the patients to perform the necessary exercises with satisfaction and total relaxation, even forgetting that they are conducting therapy. In this sense, various serious games are being applied in healthcare settings, namely in many physical therapy and rehabilitation situations. This chapter discusses the different potentialities of several serious games when used in physical therapy and rehabilitation of patients with problems in motor skills.


2012 ◽  
Vol 2 (4) ◽  
pp. 1-23
Author(s):  
Rudy McDaniel ◽  
Stephen M. Fiore

This article builds upon earlier research (McDaniel & Fiore, 2010) in which the authors presented case studies focused on the design and development of two original ethical learning video games. Through this case study and a review of relevant literature, the authors explored the content creation of, and theoretical rationale for, the design and development of ethics games. Both games were geared toward an undergraduate student audience as casual learning games to be completed in a few hours of gameplay. To update and expand this original work, the authors reviewed contemporary research on identity, cognition, and self in relation to video game environments as well as literature dealing more specifically with ethics and video games. From this literature base and their applied design experiences, the authors offer ten guidelines as best practices to follow for aspiring ethics game developers.


Author(s):  
Luca Tonin ◽  
José del R. Millán

The last decade has seen a flowering of applications driven by brain–machine interfaces (BMIs), particularly brain-actuated robotic devices designed to restore the independence of people suffering from severe motor disabilities. This review provides an overview of the state of the art of noninvasive BMI-driven devices based on 86 studies published in the last 15 years, with an emphasis on the interactions among the user, the BMI system, and the robot. We found that BMIs are used mostly to drive devices for navigation (e.g., telepresence mobile robots), with BMI paradigms based mainly on exogenous stimulation, and the majority of brain-actuated robots adopt a discrete control strategy. Most critically, in only a few works have disabled people evaluated a brain-actuated robot. The review highlights the most urgent challenges in the field, from the integration between BMI and robotics to the need for a user-centered design to boost the translational impact of BMIs. Expected final online publication date for the Annual Review of Control, Robotics, and Autonomous Systems, Volume 4 is May 3, 2021. Please see http://www.annualreviews.org/page/journal/pubdates for revised estimates.


2015 ◽  
Vol 103 (6) ◽  
pp. 969-982 ◽  
Author(s):  
Robert Leeb ◽  
Luca Tonin ◽  
Martin Rohm ◽  
Lorenzo Desideri ◽  
Tom Carlson ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document