Optimising engagement for stroke rehabilitation using serious games
By J. Burke, M. McNeill, Darryl K. Charles, P. Morrow, J. Crosbie, S. McDonough. The Visual Computer, 2009
669 citations recorded by the source corpus.
Subfields: Rehabilitation, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/f8230db3e28c8fb18b65af12aaa611a36556756f
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Mathijs F. G. Lucassen
- Sally N. Merry
- T. Fleming
- Lynda M Bavin
- Ho Ming Lau
- Eve Hermansson-Webb
- K. Stasiak
- Colleen Cheek
Citations in the corpus
- Towards customizable games for stroke rehabilitation (2010, background): “proposed meaningful play and challenge as relevant game design principles [4,5].”
- Serious Games and Gamification for Mental Health: Current Status and Promising Directions (2017, background): “Over recent decades, computerized game-based approaches, both “serious games” and “gamification” have been developed for “serious” purposes: to educate, motivate, and/or persuade users, in educational, health, and other settings (7, 8).”