Designing a smartphone exergame for children with cerebral palsy in the home environment

Max Alberts, Ellen A.M. Ridder, Joris A.J. Lodewijks, Tamara V. Pinos Cisneros, Kayleigh Schoorl, Albert Ali Salah, Ben A.M. Schouten

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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Abstract

Children with cerebral palsy must perform daily exercise which is a tedious and energy consuming task. Exergames can make this routine more engaging, which can increase the compliance of the patient. This research explores the feasibility of an exergame device called the Squid Monster. The device is the result of a research through design process, and it is designed to be played on smartphones in the home environment. It operates on the smartphone's integrated sensors and two external squeeze sensors, making it accessible and cost-effective. We conceptualize how the design can be supported using a machine learning adaptive difficulty system, aiming to increase flow and therapeutic adherence of the device. Ultimately, guidelines are provided to designers for future work in this field.
Original languageEnglish
Title of host publicationCHI PLAY '22
Subtitle of host publicationextended abstracts of the 2022 annual symposium on computer-human interaction in play
EditorsKathrin Gerling, Jo Iacovides, Reiner Malaka
Place of PublicationNew York
PublisherAssociation for Computing Machinery
Pages183-188
DOIs
Publication statusPublished - Nov 2022
EventACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play) - Maritim Hotel & Congress Centrum, Bremen, Germany
Duration: 2 Nov 20225 Nov 2022
https://chiplay.acm.org/2022/

Conference

ConferenceACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI Play)
Abbreviated titleCHI Play '22
Country/TerritoryGermany
CityBremen
Period2/11/225/11/22
Internet address

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