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      Design and Development Considerations for Serious Games to Assist in the Rehabilitation of Patients with Back Pain: An overview

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      Proceedings of EVA London 2022 (EVA 2022)
      Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
      4–8 July 2022
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            Author and article information

            Contributors
            Conference
            July 2022
            July 2022
            : 262-263
            Affiliations
            [0001]Bournemouth University

            Poole, UK
            Article
            10.14236/ewic/EVA2022.50
            3b8c28c8-37c7-4733-8c48-99febbe40659
            © Adeel et al. Published by BCS Learning & Development Ltd. Proceedings of EVA London 2022, UK

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of EVA London 2022
            EVA 2022
            London
            4–8 July 2022
            Electronic Workshops in Computing (eWiC)
            Use of new and emerging technologies in Digital Art, Data, Scientific and Creative Visualisation, Digitally Enhanced Reality and Everyware, 2D and 3D Imaging, Display and Printing, Mobile Applications, Museums and Collections, Music, Performing arts, and Technologies, Open Source and Technologies, Preservation of Digital Visual Culture, Virtual Cultural Heritage, Ethical Issues, Historical Issues, Digital Culture, Artificial Intelligence, NFTs
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/EVA2022.50
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction

            REFERENCES

            1. & (2016) The use of commercial video games in rehabilitation: a systematic review. International journal of rehabilitation research, 39, 277-290.

            2. (2021) Medical Definition of Physical therapy [Online]. MedicineNet. Available: https://www.medicinenet.com/physical_therapy/definition. htm [Accessed 9/1/2022 2022].

            3. & (2018) Virtual immersive gaming to optimize recovery (VIGOR) in low back pain: A phase II randomized controlled trial. Contemporary clinical trials, 69, 83-91.

            4. Gesturetek. (2016). IREX [Online]. Available: https://gesturetekhealth.com/products/irex [Accessed 1/6/2022 2022].

            5. & (2010) Serious games for health: personalized exergames. 1663-1666.

            6. & (2020) A review of computational approaches for evaluation of rehabilitation exercises. Computers in biology and medicine, 119, 103687.

            7. & (2020) Virtual reality distraction induces hypoalgesia in patients with chronic low back pain: a randomized controlled trial. Journal of neuroengineering and rehabilitation, 17, 1-12.

            8. & (2019) Comparative effects of clinic-and virtual reality-based McKenzie extension therapy in chronic non-specific low-back pain. Human Movement, 20, 66-79.

            9. & (2021) Clinical and Physical Efficiency of Virtual Reality Games in Soccer Players With Low Back Pain. Revista Brasileira de Medicina do Esporte, 27, 597-602.

            10. & (2014) The effect of familiar and fantasy aesthetics on learning and experience of serious games. Springer, 133-138.

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