Chances for serious games in rehabilitation of stroke patients on the example of utilizing the Wii Fit Balance Board.
René BaranyiRainer WillingerNadja LedererThomas GrechenigWolfgang SchrammPublished in: SeGAH (2013)
Keyphrases
- serious games
- game play
- video games
- ischemic stroke
- virtual environment
- spinal cord injury
- medical practice
- game design
- game engine
- computer games
- educational games
- game development
- intelligent tutoring
- educational tools
- learning scenarios
- communication skills
- activities of daily living
- game based learning
- clinical data
- learning processes
- virtual reality
- game playing
- health care
- health related
- design principles
- digital games
- social skills
- clinical trials
- patient data
- artificial intelligence
- data structures and algorithms
- case study