Friday, November 14, 2014

Case-Based Reasoning for Active Video Games

Tool development

Helping Therapists Make Evidence-Based Decisions about Commercial Motion Gaming
Putnam, C. & Cheng, J.
Proceedings of the 15th International ACM SIGACCESS Conference on Computers and Accessibility; 10/2013, published in SIGACCESS Newsletter 107, September, 2013

Link to Abstract: www.researchgate.net/publication/260587395_Motion-games_in_brain_injury_rehabilitation_an_in-situ_multi-method_study_of_inpatient_care

Objective: The authors identified an information gap where "therapists did not have access to information (games that best met their therapeutic goals) that would help them make evidence-based decisions about which games to use in therapies."

Method: Interviews and observation revealed that therapists are frustrated with finding relevant information about newer games.

Outcome: Authors created a case-based reasoning tool which includes patient variables, session goals, game attributes, subjective and objective outcome measures. Development of this tool should help therapists better employ active video games in therapies.