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Games on prescription! : Evaluation of the Elinor console for home-based stroke rehabilitation

Backlund, Per (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Informationsteknologi
Alklind Taylor, Anna-Sofia (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Informationsteknologi
Engström, Henrik (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Informationsteknologi
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Johannesson, Mikael (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Informationsteknologi
Lebram, Mikael (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Informationsteknologi
Slijper, Angelique (author)
Skaraborg Hospital, Department of Occupational Therapy and Physiotherapy, Skövde, Sweden
Svensson, Karin (author)
Skaraborg Hospital, Department of Occupational Therapy and Physiotherapy, Skövde, Sweden
Poucette, Jesper (author)
Skaraborg Primary Care, Ågårdsskogens Primary Care Centre, Lidköping, Sweden
Stibrant Sunnerhagen, Katharina, 1957 (author)
Gothenburg University,Göteborgs universitet,Institutionen för neurovetenskap och fysiologi, sektionen för klinisk neurovetenskap och rehabilitering,Institute of Neuroscience and Physiology, Department of Clinical Neuroscience and Rehabilitation
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 (creator_code:org_t)
Berlin, Heidelberg : Springer Berlin/Heidelberg, 2013
2013
English.
In: Transactions on Edutainment IX. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783642370410 - 9783642370427 ; 7544, s. 49-64
  • Book chapter (peer-reviewed)
Abstract Subject headings
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  • This paper reports the feasibility of Elinor, a game-based system for stroke rehabilitation in the home. The Elinor prototype has been positively evaluated with respect to its usability, user acceptance and motivational factors as well as its rehabilitation effect. This paper reports the findings from the whole project. To summarize the results, we find that game factors can be used to enhance motivation for rehabilitation. We had positive results with respect to many of the rehabilitation measurements employed. For example, the assessment of motor and process skills was positive as were also the self-reported improvements in daily activities. Furthermore, it seems that an increased self-efficacy with respect to the belief that the treatment can have an effect is positive and expected to increase motivation to undergo necessary rehabilitation. The usability and perceived usefulness of the system were also positively evaluated and the subjects expressed a positive attitude towards the system as well as a belief in its usefulness. © 2013 Springer-Verlag Berlin Heidelberg.

Subject headings

NATURVETENSKAP  -- Data- och informationsvetenskap (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences (hsv//eng)
MEDICIN OCH HÄLSOVETENSKAP  -- Medicinska och farmaceutiska grundvetenskaper -- Neurovetenskaper (hsv//swe)
MEDICAL AND HEALTH SCIENCES  -- Basic Medicine -- Neurosciences (hsv//eng)

Keyword

games for health
home-based rehabilitation
serious games
Stroke rehabilitation
Daily activity
Home-based
Perceived usefulness
Positive attitude
Rehabilitation effects
User acceptance
Motivation
Neuromuscular rehabilitation
Technology
Teknik
games for health
home-based rehabilitation
serious games
Stroke rehabilitation
Daily activity
Home-based
Perceived usefulness
Positive attitude
Rehabilitation effects
User acceptance
Motivation
Neuromuscular rehabilitation

Publication and Content Type

ref (subject category)
kap (subject category)

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