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Mobile Games Individualise and Motivate Rehabilitation in Different User Groups

Mobile Games Individualise and Motivate Rehabilitation in Different User Groups
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Author(s): Antti Koivisto (Satakunta University of Applied Sciences, Finland), Sari Merilampi (Satakunta University of Applied Sciences, Finland)and Andrew Sirkka (Satakunta University of Applied Sciences, Finland)
Copyright: 2016
Pages: 15
Source title: Special and Gifted Education: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-5225-0034-6.ch056

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Abstract

Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by tilting the tablet pc; and Game#3 a modified game version of Trail Making A -memory test played by tapping figures on the tablet pc touch screen. The total amount of participants was 89 of which 74% were older adults (women=24; men=33; average age 85.9 years) and 26% people with learning disabilities (n=23; a 38.9 years). The gameplay setting was similar for all target groups, although the game graphics (Game#1) were slightly modified based on each user group. Mobile devices were used as the game platform to create easily approachable games of low costs and suitable for the majority of people.

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