Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home Environment

Max Alberts, Ellen A.M. De 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

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 2022 - Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play
PublisherAssociation for Computing Machinery
Pages183-188
Number of pages6
ISBN (Electronic)9781450392112
DOIs
Publication statusPublished - 2 Nov 2022
Event9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022 - Bremen, Germany
Duration: 2 Nov 20225 Nov 2022

Publication series

NameCHI PLAY 2022 - Extended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play

Conference

Conference9th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2022
Country/TerritoryGermany
CityBremen
Period2/11/225/11/22

Bibliographical note

Publisher Copyright:
© 2022 Owner/Author.

Funding

The authors would like to thank Ben Schouten, Tamara Pinos Cis-neros, Kayleigh Schoorl and Albert Salah for their contributions to the project and many insightful discussions. Thanks to Roessingh Rehabilitation Centre and Dolium Health centre for their contribution in shaping the design. This study was funded by The Dutch Research Council (NWO) grant #652.001.005 and the Human-AI fund (Utrecht the Netherlands), and conducted in collaboration with Eindhoven University of Technology, Amsterdam University of Applied Sciences, University of Twente and Utrecht University.

FundersFunder number
Human-AI fund
University of Twente and Utrecht University
Nederlandse Organisatie voor Wetenschappelijk Onderzoek652.001.005

    Keywords

    • Adaptive difficulty
    • Cerebral Palsy
    • Exergaming
    • Home environment
    • Inertial Measurement Units (IMU)
    • Motivation
    • Play
    • Therapy

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