Abstract

Ludic engagement provides opportunity to gain from available gaming innovations to efficiently enhance mobility, reduce cost and error, and improve quality of life, particularly for patients suffering from stroke or other traumas left with reduced mobility and access to physical therapy often needed for long periods of time. Early clinical trials and implementations have provided promising evidences to the feasibility of using sensors, speech, voice recognition and visual interaction functionality of gaming consoles for assessing and improving physical performance of patients. This paper studies the cause and effect interplay of the salient derivers in the acceptance of ludic engagement. It reports on the conducted literature review and by performing ethnographic interviews creates a combined map of users' mental landscape using fuzzy cognitive map (FCM). Then using FCM simulation, the scenario of financial stimulation is identified as the most successful path to the timely adoption of ludic engagement.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call