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Acceptance of Entertainment Systems in Stroke Rehabilitation

Alklind Taylor, Anna-Sofia (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Virtuella system
Backlund, Per (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Virtuella system
Engström, Henrik (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Virtuella system
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Johannesson, Mikael (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Virtuella system
Krasniqi, Hanife (author)
Lebram, Mikael (author)
Högskolan i Skövde,Institutionen för kommunikation och information,Forskningscentrum för Virtuella system
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 (creator_code:org_t)
IADIS Press, 2009
2009
English.
In: Proceedings of IADIS Game and Entertainment Technologies 2009 (GET 2009). - : IADIS Press. - 9789728924850 ; , s. 75-83
  • Conference paper (peer-reviewed)
Abstract Subject headings
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  • Game-based tools for rehabilitation of different types of physical and cognitive impairments are becoming more and more popular. By introducing an element of fun, these systems aim at increasing patients' motivation to train and, from a further perspective, improve recovery rates. There is, however, a question whether such tools will be fully accepted by the intended target group. Earlier work on user acceptance has mainly focused on utility systems, i.e. systems used mainly in the work place. However, people use systems for different reasons and that makes it difficult to apply the same principles on systems with the main purpose to entertain. Serious games have characteristics from both utility and entertainment systems, which makes it interesting to study the acceptance of these kinds of systems. In this study, we have developed a home-based entertainment system for stroke rehabilitation, with focus on rehabilitation of motor impairments. By analysing the gaming behaviour and interview responses of five stroke patients, we investigate factors influencing user acceptance of this specific type of system. The results show that current models of acceptance are not sufficient to fully explain acceptance of serious games in general and serious games for rehabilitation in particular. Besides well-known factors, such as perceived usefulness, perceived ease-of-use and perceived enjoyment, other, more specific, factors also play a vital role in the acceptance of the system.

Subject headings

NATURVETENSKAP  -- Data- och informationsvetenskap -- Datavetenskap (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Computer Sciences (hsv//eng)

Keyword

User Acceptance
Technology Acceptance model (TAM)
Serious Games
Virtual Rehabilitation
Stroke
Computer science
Datavetenskap
Technology
Teknik

Publication and Content Type

ref (subject category)
kon (subject category)

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