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Serious games in physical rehabilitation : from theory to practice

Author: Bruno Bonnechère
Publisher: Cham : Springer, ©2018.
Edition/Format:   eBook : Document : EnglishView all editions and formats
Summary:
Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its  Read more...
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Genre/Form: Electronic books
Additional Physical Format: Print version:
Bonnechère, Bruno.
Serious Games in Physical Rehabilitation : From Theory to Practice.
Cham : Springer International Publishing, ©2017
Material Type: Document, Internet resource
Document Type: Internet Resource, Computer File
All Authors / Contributors: Bruno Bonnechère
ISBN: 9783319661223 3319661221 9783319881829 3319881825 9783319661230 331966123X
OCLC Number: 1009303171
Notes: ""4.7.3 Use of Serious Games""
Description: 1 online resource (154 pages)
Contents: Preface --
Contents --
1: The Technology --
1.1 The Computers --
1.2 The Graphical (R)evolution --
1.3 The Three-Dimensional Environment --
1.4 The Internet --
1.5 The Commercial Video Games --
1.5.1 From Games to Sciences? --
1.5.2 Nintendo Wii --
1.5.2.1 The Gaming Aspects --
1.5.2.2 The Scientific Aspects --
1.5.3 Sony PlayStation --
1.5.3.1 The Gaming Aspects --
1.5.3.2 The Scientific Aspects --
1.5.4 Microsoft Xbox Kinect --
1.5.4.1 The Gaming Aspects --
1.5.4.2 The Scientific Aspects --
1.5.5 Other Devices 1.5.5.1 Leap Motion1.5.5.2 Oculus Rift --
1.5.5.3 HTC Vive --
References --
2: Physical Rehabilitation --
2.1 Definition and Principles --
2.1.1 A Multidisciplinary Teamwork --
2.1.1.1 Medical Doctors --
2.1.1.2 Physiotherapists --
2.1.1.3 Occupational Therapists --
2.1.1.4 (Neuro)Psychologists --
2.1.1.5 Speech Therapists --
2.1.1.6 Prosthetists --
2.1.1.7 Sports Coach --
2.1.1.8 Social Workers --
2.1.2 The Neuromusculoskeletal System --
2.1.3 Treatment and Exercises --
2.2 Obstacles to Rehabilitation 2.2.1 Severity of the Disease2.2.2 Motivational Issues --
2.2.3 Financial Issues --
2.2.4 Access to Care --
2.2.5 Lack of Time --
2.3 Telemedicine and E-Health --
References --
3: The (Serious) Games --
3.1 The Games in the Society --
3.1.1 Traditional Games --
3.1.2 Video Games --
3.1.2.1 Pro#x80;#x99;s --
Dexterity --
Management --
Mental Training --
Cognition --
Social Life --
Phobia --
3.1.2.2 Contra#x80;#x99;s --
Violence and Aggressiveness --
Obesity, Overweight, and Decreased Physical Activity Level --
Social Life --
Acute Injury 3.2 Games in Rehabilitation3.3 The Serious Games --
3.3.1 Definitions --
3.3.2 History --
3.3.3 Principles of Action --
3.3.4 Field of Application --
References --
4: Serious Games in Rehabilitation --
4.1 General Discussion --
4.1.1 A New Trend? --
4.1.2 Commercial or Specific Games? --
4.1.3 For Which Patients? --
4.1.4 Number of Session? --
4.2 Aging --
4.2.1 Clinical Presentation --
4.2.2 Rehabilitation --
4.2.3 Use of Serious Games --
4.2.3.1 Musculoskeletal Rehabilitation --
4.2.3.2 Cognitive Training 4.3 Obesity and Overweight4.3.1 Clinical Presentation --
4.3.2 Rehabilitation --
4.3.3 Use of Serious Games --
4.4 Stroke --
4.4.1 Clinical Presentation --
4.4.2 Rehabilitation --
4.4.3 Use of Serious Games --
4.5 Balance Training --
4.5.1 Clinical Presentation --
4.5.2 Rehabilitation --
4.5.3 Use of Serious Games --
4.6 Cerebral Palsy --
4.6.1 Clinical Presentation --
4.6.2 Rehabilitation --
4.6.3 Use of Serious Games --
4.7 Parkinson#x80;#x99;s Disease --
4.7.1 Clinical Presentation --
4.7.2 Rehabilitation
Responsibility: Bruno Bonnechère.

Abstract:

Marketing text: This innovative book explores how games can be serious, even though most people generally associate them with entertainment and fun. It demonstrates how videogames can be a valuable tool in clinics and demonstrates how clinicians can use them in physical rehabilitation for various pathologies. It also describes step by step their integration in rehabilitation, from the (gaming) technology used to its application in clinics. Further, drawing on an extensive literature review, it discusses the pros and cons of videogames and how they can help overcome certain obstacles to rehabilitation. The last part of the book examines the main challenges and barriers that still need to be addressed to increase and improve the use and efficacy of this new technology for patients. The book is intended for physiotherapists and clinicians alike, providing a useful tool for all those seeking a comprehensive overview of the field of serious games and considering adding it to conventional rehabilitation treatment.

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