Abstract

An international collaborative explorative pilot study is detailed between
hospitals in Denmark and Sweden involving rehabilitation medical staff and children
where the affordable, popular and commercially available Sony PlayStation
2 EyeToy® is used to investigate our goal in enquiring to the potentials of games
utilizing mirrored user embodiment in therapy. Results highlight the positive aspects
of gameplay and the evacuant potential in the field. Conclusions suggest a continuum
where presence state is a significant interim mode toward a higher order aesthetic
resonance state that we claim inherent to our interpretation of play therapy. Whilst
this research is a few years ago the findings are still relevant and align to contemporary
studies and in context of this book where cross-reference is made from another
publication.
Original languageEnglish
Title of host publicationRecent Advances in Technologies for Inclusive Well-Being : Virtual Patients, Gamification and Simulation
Number of pages22
Volume196
PublisherSpringer
Publication dateApr 2021
Pages253-274
Chapter14
ISBN (Print)978-3-030-59607-1
ISBN (Electronic)978-3-030-59608-8
DOIs
Publication statusPublished - Apr 2021

Bibliographical note

ISSN 1868-4394 ISSN 1868-4408 (electronic)
Intelligent Systems Reference Library
ISBN 978-3-030-59607-1 ISBN 978-3-030-59608-8 (eBook)
https://doi.org/10.1007/978-3-030-59608-8

Keywords

  • Flow
  • Play
  • Therapy
  • Training

Fingerprint Dive into the research topics of 'Game-Based (Re)habilitation via Movement Tracking'. Together they form a unique fingerprint.

Cite this