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  4. Usability evaluation of digital games for stroke rehabilitation in Taiwan
 
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Usability evaluation of digital games for stroke rehabilitation in Taiwan

Date Issued
2014-01-01
Author(s)
MEI-HSIANG CHEN  
URI
https://www.scopus.com/pages/publications/84966585970
https://scholars.csmu.edu.tw/handle/123456789/25856
Abstract
This study aimed to compare the effectiveness and usability of using conventional devices, Wii and XaviX, in rehabilitation, and to propose advices to improve the digital game design. A clinical trial was implemented to evaluate the effectiveness and the usability of using Wii and XaviX in rehabilitation; they were assessed by stroke patients. Twentyeight stroke patients were divided in three groups: Conventional, Wii, and XaviX groups. The results can be summarized into the following points: (1) The effectiveness index in each group indicated improvements for upper extremity function in stroke patients. However, the effectiveness indexes of each assessment between three groups do not have significant differences. (2) All patients in this clinical trial had fun when using the digital gaming devices for rehabilitation. (3) The suggestions for improving the design in digital games are as follows: to increase difficulty, and the response time, levels of the games need adjustment; to record movement data and game scores each time, the hand controller must be interchangeable for the users; the controller should be adjustable to fit different hand dimensions of the patients; the game and controller movements need to be designed to correspond to real-life activities; and the controller's operation needs to be simplified. In order to make these devices more suitable to use in rehabilitation, a comprehensive follow-up design development based on these proposed guidelines would be necessary in order to embody design improvements of the devices.
Type
journal article
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