Games! What are they good for? The Struggle of Serious Game Adoption for Rehabilitation

Fuente: arXiv
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Hauptverfasser: Fonseca, Maria Micaela, Fachada, Nuno, Sousa, Micael, Oliveira, Jorge, Rodrigues, Pedro, Sousa, Sara, Quaresma, Claudia, Lopes, Phil
Format: Preprint
Veröffentlicht: 2025
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author Fonseca, Maria Micaela
Fachada, Nuno
Sousa, Micael
Oliveira, Jorge
Rodrigues, Pedro
Sousa, Sara
Quaresma, Claudia
Lopes, Phil
author_facet Fonseca, Maria Micaela
Fachada, Nuno
Sousa, Micael
Oliveira, Jorge
Rodrigues, Pedro
Sousa, Sara
Quaresma, Claudia
Lopes, Phil
contents The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists face barriers to adopting serious games in rehabilitation, including limited training and game literacy, concerns about cost and equipment availability, and a lack of evidence-based research on game effectiveness. Serious games for rehabilitation often involve repetitive exercises, which can be tedious and reduce motivation for continued rehabilitation, treating clients as passive recipients of clinical outcomes rather than players. This study identifies gaps and provides essential insights for advancing serious games in rehabilitation, aiming to enhance their engagement for clients and effectiveness as a therapeutic tool. Addressing these challenges requires a paradigm shift towards developing and co-creating serious games for rehabilitation with therapists, researchers, and stakeholders. Furthermore, future research is crucial to advance the development of serious games, ensuring they adhere to evidence-based principles and engage both clients and therapists. This endeavor will identify gaps in the field, inspire new directions, and support the creation of practical guidelines for serious games research.
format Preprint
id arxiv_https___arxiv_org_abs_2501_06901
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Games! What are they good for? The Struggle of Serious Game Adoption for Rehabilitation
Fonseca, Maria Micaela
Fachada, Nuno
Sousa, Micael
Oliveira, Jorge
Rodrigues, Pedro
Sousa, Sara
Quaresma, Claudia
Lopes, Phil
Human-Computer Interaction
The field of serious games for health has grown significantly, demonstrating effectiveness in various clinical contexts such as stroke, spinal cord injury, and degenerative neurological diseases. Despite their potential benefits, therapists face barriers to adopting serious games in rehabilitation, including limited training and game literacy, concerns about cost and equipment availability, and a lack of evidence-based research on game effectiveness. Serious games for rehabilitation often involve repetitive exercises, which can be tedious and reduce motivation for continued rehabilitation, treating clients as passive recipients of clinical outcomes rather than players. This study identifies gaps and provides essential insights for advancing serious games in rehabilitation, aiming to enhance their engagement for clients and effectiveness as a therapeutic tool. Addressing these challenges requires a paradigm shift towards developing and co-creating serious games for rehabilitation with therapists, researchers, and stakeholders. Furthermore, future research is crucial to advance the development of serious games, ensuring they adhere to evidence-based principles and engage both clients and therapists. This endeavor will identify gaps in the field, inspire new directions, and support the creation of practical guidelines for serious games research.
title Games! What are they good for? The Struggle of Serious Game Adoption for Rehabilitation
topic Human-Computer Interaction
url https://arxiv.org/abs/2501.06901