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New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments
Martina Eckert1, Ignacio Gómez-Martinho2, Juan Meneses3
1Centro de Investigación en Tecnologías Software y Sistemas Multimedia para la Sostenibilidad (CITSEM), Campus Sur Universidad Politécnica de Madrid (UPM), Madrid 28031, Spain. martina.eckert@upm.es.
Sensors (Basel, Switzerland)
|February 18, 2017
Summary
This study introduces exergames to boost motivation in children with physical impairments. New methods amplify weak movements, enabling inclusive gaming experiences and improving exercise engagement.
Area of Science:
- * Rehabilitation Technology
- * Human-Computer Interaction
- * Game Design
Background:
- * Exergames offer potential for physical rehabilitation but require adaptation for individuals with severe physical impairments.
- * Enhancing player immersion and involvement is crucial for sustained engagement in therapeutic gaming.
- * Current exergames may not adequately accommodate the diverse movement capabilities of children and adolescents with disabilities.
Purpose of the Study:
- * To develop and evaluate novel approaches for exergames tailored to the needs of children and adolescents with severe physical impairments.
- * To increase motivation and adherence to physical exercises through engaging gameplay.
- * To create inclusive gaming experiences that bridge the gap between players with and without physical disabilities.
Main Methods:
- * Implementation of a gaming environment utilizing the Kinect sensor and Blender Game Engine.
- * Development of middleware for efficient data transmission from the sensor to the game.
- * Design of novel in-game mechanisms to differentiate exercise-specific gestures from game control movements.
- * Introduction of a movement amplification technique to accommodate weaker movements.
Main Results:
- * Four mini-games were developed and tested with 11 volunteers with various disabilities, including wheelchair users.
- * Performance comparison between participants with disabilities and a healthy control group yielded generally positive and motivating outcomes.
- * The feasibility of the proposed methods for enhancing exergame participation was demonstrated.
Conclusions:
- * The developed methods show promise in making exergames more accessible and enjoyable for individuals with physical impairments.
- * Amplifying weak movements is a key contribution to enabling similar gaming experiences for diverse user groups.
- * Further development is needed to refine functionalities, but the work addresses a significant demand for inclusive rehabilitation technologies.
Keywords:
Kinectadaptationadolescentschildrenexergamesgamificationmiddlewaremuscle weaknessphysical disabilityrehabilitationserious games
