Showing posts with label game review. Show all posts
Showing posts with label game review. Show all posts

Wednesday, November 15, 2017

Cell Phones Rehab Games!

Paired Groups

Motor performance of individuals with cerebral palsy in a virtual game using a mobile phone

de Paula JN, de Mello Monteiro CB, da Silva TD, Capelini CM, de Menezes LDC, Massetti T, Tonks J, Watson S & Nicolai RĂ© AH

Disabil Rehabil Assist Technol. 2017 Nov 1:1-5.

doi: 10.1080/17483107.2017.1392620. [Epub ahead of print]

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/29092683

This seems a great combination for children with cerebral palsy: Game play encouraged on cell phones for motor improvement.

What? For children with cerebral palsy, does game play on a mobile phone result in motor improvement compared to a control group?

How? Participants with cerebral palsy (GMFCS level I and MACS level I) played 25 repetitions of a maze game on cell phones. They were sex- and age-matched with normally developing children. Then they were introduced to a new maze task for 5 trials.

Findings: "We found a significant improvement in the movement time between the first (trial) attempt relative to the last (trial) attempt for the individuals with CP". They did not retain this speed improvement in the new maze task.

Monday, December 8, 2014

Annual Guide for Gamers with Disabilities

Ablegamers Holiday Gift Guide

Follow the link below to the AbleGamers’ holiday gift guide. It recommends the top 5 accessibility products, the top 6 games and games to avoid.

www.ablegamers.com/ablegamers-news/ablegamers-holiday-gift-guide-for-gamers-with-disabilities

Wednesday, October 29, 2014

CP Video Gaming

Video Game Review

Design and Evaluation of a Networked Game to Support Social Connection of Youth with Cerebral Palsy
Hernandez, H. A., Ketcheson, M., Scheider, A., Ye, Z., Fehlings, D., Switzer, L., Wright, V., Bursick, S. K., Richards, C. & Graham, T. C. N.
Proceedings of The 16th International ACM SIGACCESS Conference on Computers and Accessibility, October 20-22, 2014.
Abstract... DOI: http://dx.doi.org/10.1145/2661334.2661370

Liberi game was created for youth with GMFCS III to facilitate group game play through making the game easy to join and able to be played by those of differing physical abilities. Because there were no barriers to joining group play (automatic grouping), differences in skill level were managed by oral communication between players and by causing all avatars to move at the same speed (collective feedback). Automatic voice communication facilitated cooperative (and parallel) play. Liberi created a venue for differently-abled youth to 1) interact and 2) game.