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Designing digital games for people with cerebral palsy - a qualitative approach on fostering self-efficacy and therapy compliance

: Hellwig, Andre; Buschmann, Katrin; Burmann, Anja


Rodrigues, N. ; Institute of Electrical and Electronics Engineers -IEEE-:
IEEE 8th International Conference on Serious Games and Applications for Health, SeGAH 2020 : 12-14 August 2020, Vancouver, BC, Canada
Piscataway, NJ: IEEE, 2020
ISBN: 978-1-7281-9042-6
ISBN: 978-1-7281-9043-3
7 S.
International Conference on Serious Games and Applications for Health (SeGAH) <8, 2020, Vancouver>
Bundesministerium für Bildung und Forschung BMBF (Deutschland)
Kleine Patienten, großer Bedarf Medizin­technische Lösungen für eine kindgerechte Gesund­heits­versorgung; 13GW0299B; MightyU
Fraunhofer ISST ()

Cerebral palsy (CP) is the most common disability in childhood affecting movement, posture and muscle tone. Increasing self-efficacy can aid to foster therapy compliance in CP patients and improve their quality of daily life. Semistructured interviews (N=19) with therapists, children and adults with CP were conducted in order to gather information on how to increase self-efficacy and therapy compliance during physical exercises, and how game design of a digital therapy application can support this. Results have been evaluated in a focus group (N=6) and additional interviews (N=2). In conclusion, six categories were identified, that influence therapy compliance and self-efficacy in both digital and real world environment. Considering these when designing a digital game for CP patients may enhance the success of therapy and quality of a patient's life.