Games for rehabilitation: the voice of the players (bibtex)
@inproceedings{lange_games_2010,
	address = {Valparaiso, Chile},
	title = {Games for rehabilitation: the voice of the players},
	url = {http://ict.usc.edu/pubs/Games%20for%20rehabilitation-%20the%20voice%20of%20the%20players.pdf},
	abstract = {The purpose of this study is to explore the use of video games from the perspective of the disabled player. Over 150 participants responded to an online survey exploring the use of video games for rehabilitation. The respondents represented nine countries throughout the world. The survey consisted of questions regarding subject demographics, living situation, activities of daily living assistance requirements, use of assistive devices, and computer use. Other questions addressed the responders disability. Video game play experience, activity, game play, controller use and accessibility are addressed. Questions regarding the use of currently available off the shelf video games in rehabilitation are explored. Lastly, we surveyed the future of video games and how they can be improved for rehabilitation and leisure enjoyment. The results of this survey are presented. In general, individuals with disabilities enjoy playing video games and play video games often. However, players with disabilities would appreciate educating the game industry about disabilities and how to make games with a more universal game design.},
	booktitle = {Proceedings of the 8th {International} {Conference} on {Disability}, {Virtual} {Reality} and {Associated} {Technology} ({ICDVRAT})},
	author = {Lange, Belinda and Flynn, Sheryl},
	year = {2010},
	keywords = {MedVR}
}
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