Exergaming for shoulder-based exercise and rehabilitation

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Abstract

Exercise is often encouraged, preferably under physician supervision, to help overcome the various musculoskeletal disorders that can often hinder the execution of daily personal and work-related tasks. However, ones motivation to exercise typically decreases after a short period of time, particularly when considering repetitive exercise routines. Furthermore, assessing ones performance within an exercise program is important, particularly when considering rehabilitation-based exercise routines, yet assessment can be problematic as it consists of qualitativemeasures only (observation, questionnaires, and self-reporting). Obtaining quantitative information has traditionally required cost prohibitive specialized measuring equipment, scenario that is changing with current immersive technologies (virtual reality and gaming). Exergaming couples video games and exercise whereby playing a video game becomes a form of physical activity. Exergaming takes advantage of the engaging, interactive, and fun inherent in video games to promote physical activity and engagement applicable to physical training or rehabilitation. Furthermore, recent technological advances have led to a variety of consumer-level motion tracking devices that provide opportunities for novel interaction techniques for virtual environments and games and the ability to generate quantitative data (feedback) dynamically. In this chapter, we outline our experience in dynamic design, development, and testing of two independently developed exergames that have been specifically developed for shoulder rehabilitation. Shoulder injuries are very common, particularly with the college-aged population.

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Uribe-Quevedo, A., & Kapralos, B. (2017). Exergaming for shoulder-based exercise and rehabilitation. In Intelligent Systems Reference Library (Vol. 119, pp. 105–125). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-319-49879-9_6

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