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Advisor(s)
Abstract(s)
Recent years have been characterised by a rising interest in using enter tainment computing to monitor, maintain, and improve human health. This is
observed in many systems and applications that leverage the benefits of a playful
and enjoyable experience to provide a technology-enabled health intervention.
This paper reviews one decade of papers (679) published at the intersection of
health, entertainment and technology to determine trends, studies’ characteristics,
type of solutions, domains of application and study purposes. Results show that
there is a growing body of research in the area, with the majority of studies provid ing solutions for rehabilitation and addressing motor conditions related to stroke
and/or fitness. Where half of the solutions reported are custom made, the bulk
of those studies is performed with the purpose of evaluating the solutions pro posed or validating their efficacy. In 80% of the cases, the studies are performed
with subjects from the target population with sample sizes that have been steadily
increasing over the years.
Description
Keywords
Health Entertainment Technology Computing Review Games Simulation VR AR . Faculdade de Ciências Exatas e da Engenharia
Citation
Silva, P. A., Bermúdez i Badia, S., & Cameirão, M. S. (2020, February). Diving into a decade of games for health research: A systematic review. In International Congress on Information and Communication Technology (pp. 520-528). Springer, Singapore.
Publisher
Springer