Serious Games zur Prävention und Rehabilitation
Key: GHS+11-1
Author: Stefan Göbel, Sandro Hardy, Ralf Steinmetz, Jongeun Cha, Abdulmotaleb El Saddik
Date: January 2011
Kind: In proceedings
Publisher: VDE Verlag GmbH, Berlin und Offenbach
Book title: Demographischer Wandel - Assistenzsysteme aus der Forschung in den Markt
Keywords: Serious Games, Health, Exergames
Abstract: Digital Games are not only used for pure entertainment, but also applied in other “serious” application domains such as education, health and sports (Serious Games). In this paper the two Serious Games “ErgoActive Pidgeon Hunt” and “Vi-taBalance” are presented, which combine game-based approaches with sensor technology and methods and concepts to create and control user-centred applications for prevention and rehabilitation: Whilst ErgoActive connects digital games with a bicycle ergometer considering vital parameters via sensor technology and aims to support and motivate for circuit training in prevention, VitaBalance addresses focuses on rehabilitation and supports the balance training.
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