Brunner, 2022 - Google Patents
Analysis, design and prototypical Implementation for matchmaking of multiplayer serious games in stroke rehabilitationBrunner, 2022
View PDF- Document ID
- 15221952497488401887
- Author
- Brunner S
- Publication year
External Links
Snippet
According to the WHO, heart disease and stroke are the leading causes of death worldwide, and survivors must undergo extensive rehabilitation to re-learn lost abilities. Home-based rehabilitation becomes increasingly important since patients get released from the hospital …
- 208000006011 Stroke 0 abstract description 12
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/61—Score computation
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/57—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of game services offered to the player
- A63F2300/572—Communication between players during game play of non game information, e.g. e-mail, chat, file transfer, streaming of audio and streaming of video
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/10—Control of the course of the game, e.g. start, progess, end
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/005—Video games, i.e. games using an electronically generated display having two or more dimensions characterised by the type of game, e.g. ball games, fighting games
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B19/00—Teaching not covered by other main groups of this subclass
- G09B19/22—Games, e.g. card games
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/20—Education
-
- G—PHYSICS
- G09—EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
- G09B—EDUCATIONAL OR DEMONSTRATION APPLIANCES; APPLIANCES FOR TEACHING, OR COMMUNICATING WITH, THE BLIND, DEAF OR MUTE; MODELS; PLANETARIA; GLOBES; MAPS; DIAGRAMS
- G09B7/00—Electrically-operated teaching apparatus or devices working with questions and answers
- G09B7/02—Electrically-operated teaching apparatus or devices working with questions and answers of the type wherein the student is expected to construct an answer to the question which is presented or wherein the machine gives an answer to the question presented by a student
Similar Documents
Publication | Publication Date | Title |
---|---|---|
McLaughlin et al. | Putting fun into video games for older adults | |
Lau et al. | A framework and immersive serious game for mild cognitive impairment | |
Orji et al. | Modeling the efficacy of persuasive strategies for different gamer types in serious games for health | |
US8393903B1 (en) | Virtual world aptitude and interest assessment system and method | |
US9468852B2 (en) | System and methods for identifying intrinsic motivators, play profiles and play personalities through captured actions in an online environment | |
Moosa et al. | Designing a mobile serious game for raising awareness of diabetic children | |
Wiklund et al. | The Gamification Process: A framework on gamification | |
Toledo-Delgado et al. | Including gamification techniques in the design of TANGO: H platform | |
Sezgin | Digital player typologies in gamification and game-based learning: A meta-synthesis | |
Li et al. | Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective | |
Ilhan et al. | Learning for a healthier lifestyle through gamification: a case study of fitness tracker applications | |
Chan et al. | Gardenquest: Using hexad player types to design a step-based multiplayer persuasive game for motivating physical activity | |
Holopainen | Foundations of gameplay | |
Pannese et al. | Gamified Wellbeing for All Ages–How Technology and Gamification Can Support Physical and Mental Wellbeing in the Ageing Society | |
Perna | The design of serious games for competency-based education | |
Meade et al. | Development of a serious gaming app for individuals with spinal cord injury | |
Lomas | Optimizing motivation and learning with large-scale game design experiments | |
Brunner | Analysis, design and prototypical Implementation for matchmaking of multiplayer serious games in stroke rehabilitation | |
Veloso et al. | Heuristics for designing digital games in assistive environments: applying the guidelines to an ageing society | |
Lau | A framework and serious game to support those with mild cognitive impairment | |
Byrom | Clinical trials re-spec: the role of games and gamification in the future of clinical trials | |
Vieira | Study and Development of Custom “Serious Games” for Patients and Users | |
Ogunjide | Toward a healthy lifestyle: Siege Arena and how a gamified framework can be applied to the design of a game for managing and treating chronic conditions such as diabetes and obesity | |
Keetels | Designing games for chidren's rehabilitation. | |
Kecman | Analysis, design and implementation of serious game for upper limb and cognitive training using leap motion for multiple sclerosis patients |