[HTML][HTML] Design and evaluation of user-centered exergames for patients with multiple sclerosis: multilevel usability and feasibility studies

A Schättin, S Häfliger, A Meyer, B Früh… - JMIR Serious …, 2021 - games.jmir.org
Background: Multiple sclerosis (MS) is a chronic inflammatory disease of the central nervous
system. Patients with MS experience a wide range of physical and cognitive dysfunctions …

Adaptive rehabilitation bots in serious games

I Afyouni, A Murad, A Einea - Sensors, 2020 - mdpi.com
In recent years, we have witnessed a growing adoption of serious games in
telerehabilitation by taking advantage of advanced multimedia technologies such as motion …

Comparing the impact of heart rate-based in-game adaptations in an exergame-based functional high-intensity interval training on training intensity and experience in …

AL Martin-Niedecken, T Schwarz, A Schättin - Frontiers in Psychology, 2021 - frontiersin.org
Physical inactivity remains one of the biggest societal challenges of the 21st century. The
gaming industry and the fitness sector have responded to this alarming fact with game …

A multimodal approach for real time recognition of engagement towards adaptive serious games for health

K Mitsis, K Zarkogianni, E Kalafatis, K Dalakleidi… - Sensors, 2022 - mdpi.com
In this article, an unobtrusive and affordable sensor-based multimodal approach for real time
recognition of engagement in serious games (SGs) for health is presented. This approach …

Evaluating the effectiveness of game-based learning for teaching refugee children Arabic using the integrated LEAGUÊ-GQM approach

R Tahir, AI Wang - Behaviour & Information Technology, 2024 - Taylor & Francis
Game-based learning (GBL) is widely utilised in various domains and continues to receive
interest and attention from researchers and practitioners alike. However, there is still a lack …