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Liberi and the racer bike: exergaming technology for children with cerebral palsy

Published: 22 October 2012 Publication History

Abstract

Children with cerebral palsy (CP) often have limited opportunities to engage in physical exercise and to interact with other children. We report on the design of a multiplayer exercise video game and a novel cycling-based exergaming station that allow children with CP to perform vigorous exercise while playing with other children. The game and the station were designed through an iterative and incremental participatory design process involving medical professionals, game designers, computer scientists, kinesiologists, physiotherapists, and eight children with CP. The station combines a physical platform allowing children with CP to provide pedaling input into a game, and a standard PC gamepad. With this station seven of eight children could play a cycling-based game effectively. The game is a virtual world featuring several minigames, group play, and an in-game money-based reward system. Abilities and limitations associated with CP were considered when designing the game. The data collected during the design sessions shows that the games are fun, engaging and allow the children to reach exertion levels recommended by the American College of Sports Medicine.

References

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Deutsch, J.E., Borbely, M., Filler, J., Huhn, K., Guarrera, P., and Guarrera-Bowlby, P. Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy 88, 10 (2008), 1196--1207.
[2]
Hernandez, H.A., Graham, T.C.N., Fehlings, D., Switzer, L., Ye, Z., Bellay, Q., Hamza, M.A., Savery, C., and Stach, T. Design of an exergaming station for children with cerebral palsy. Proceedings of CHI, ACM Press (2012), 2619--2628.
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Rosenbaum, P., Paneth, N., Leviton, A., Goldstein, M., Bax, M., Damiano, D., Dan, B., and Jacobsson, B. A report: the definition and classification of cerebral palsy April 2006. Developmental Medicine and Child Neurology Supplement, (2007), 8--14.
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Sandlund, M., Waterworth, E.L., Häger, C., and Lindh Waterworth, E. Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy. Developmental Neurorehabilitation 14, 1 (2010), 15--2.
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Warburton, D.E.R., Bredin, S.S.D., Horita, L.T.L., Zbogar, D., Scott, J.M., Esch, B.T.A., and Rhodes, R.E. The health benefits of interactive video game exercise. Applied Physiology, Nutrition, and Metabolism 32, 4 (2007), 655--663.
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Whaley, M.H., Brubaker, P.H., Otto, R.M., and Armstrong, L.E. ACSM's Guidelines for Exercise Testing and Prescription. American College of Sports Medicine, Indianapolis, 2006.
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Cited By

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  • (2024)Inclusion as a Process: Co-Designing an Inclusive Robotic Game with Neurodiverse ClassroomsProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675664(1-15)Online publication date: 27-Oct-2024
  • (2020)Go&GrowProceedings of the ACM on Human-Computer Interaction10.1145/34152224:CSCW2(1-28)Online publication date: 15-Oct-2020
  • (2019)Design Goals for Playful Technology to Support Physical Activity Among Wheelchair UsersProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300262(1-12)Online publication date: 2-May-2019
  • Show More Cited By

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    cover image ACM Conferences
    ASSETS '12: Proceedings of the 14th international ACM SIGACCESS conference on Computers and accessibility
    October 2012
    321 pages
    ISBN:9781450313216
    DOI:10.1145/2384916

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 22 October 2012

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    Author Tags

    1. cerebral palsy
    2. children
    3. exergames
    4. exergaming station

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    Overall Acceptance Rate 436 of 1,556 submissions, 28%

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    View all
    • (2024)Inclusion as a Process: Co-Designing an Inclusive Robotic Game with Neurodiverse ClassroomsProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3675664(1-15)Online publication date: 27-Oct-2024
    • (2020)Go&GrowProceedings of the ACM on Human-Computer Interaction10.1145/34152224:CSCW2(1-28)Online publication date: 15-Oct-2020
    • (2019)Design Goals for Playful Technology to Support Physical Activity Among Wheelchair UsersProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300262(1-12)Online publication date: 2-May-2019
    • (2018)Playful interactive systems to support physical activity among wheelchair usersProceedings of the 32nd International BCS Human Computer Interaction Conference10.14236/ewic/HCI2018.196(1-8)Online publication date: 4-Jul-2018
    • (2018)Effects of home‐based exergaming on child social cognition and subsequent prediction of behaviorScandinavian Journal of Medicine & Science in Sports10.1111/sms.1322528:10(2234-2242)Online publication date: 21-Jun-2018

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