Purpose: Little is known of Motion-Controlled Video Games (MCVGs) as an intervention for people with chronic pain. The aim of this study was to explore the experience women with fibromyalgia syndrome (FMS) had, using commercially available MCVGs; and to investigate indicators of symptom severity and performance of activities of daily living (ADL). Method: Of 15 female participants diagnosed with FMS, 7 completed a program of five sessions with Nintendo Wii (Wii), five sessions with PlayStation 3 Move (PS3 Move) and five sessions with Microsoft Xbox Kinect (Xbox Kinect). Interviews were conducted at baseline and post-intervention and were supported by data from observation and self-reported assessment. Results: Participants experienced play with MCVGs as a way to get distraction from pain symptoms while doing fun and manageable exercise. They enjoyed the slow pace and familiarity of Wii, while some considered PS3 Move to be too fast paced. Xbox Kinect was reported as the best console for exercise. There were no indication of general improvement in symptom severity or performance of ADL. Conclusion: This study demonstrated MCVG as an effective healthcare intervention for the women with FMS who completed the program, with regards to temporary pain relief and enjoyable low impact exercise.
This paper examines the integrated toy--both physical and virtual--as an essential resource for collaborative learning. This learning incorporates rehabilitation, training, and education. The data derived from two different cases. Pedagogical issues related to non-formal learning and open-ended features of design are discussed. Findings suggest that social, material, and expressive affordances constitute a base for an alterative interface to encourage children's play and learning.
This manuscript reports on a work-in-progress project evolving aside from a main undertaking; that of making a commercial `Internet of Things' style product called “The Virtual Dressing Room (VDR)”. The project targets the process chain from designer and clothing manufacturer to retailer and end-user customers. The VDR has been subject of other publications, thus is introduced only briefly in this manuscript. VDR is a `non-groupware-based' project funded under the Danish National Advanced Technology Foundation. A main goal at conception was reducing returns of online purchased apparel, which, at a reported approximately 40% is crippling the clothing industry. Results from public response surveys (including at The Scandinavian Health & Rehab Messe) to a VDR simulation system clearly indicated how the wheelchair-bound community perceived benefits from the system. This was unexpected and aside from the original VDR project design requisite. Interviews highlighted problems of high street fitting rooms not being sized to accommodate wheelchairs, and often so minimally sized as to not enable a second helping person to be present to support the involved undressing and dressing procedures. Existing online purchasing systems were also considered problematic including a need to improve social networking to enable others Online to view clothes considered for purchase to assist decision making. The production suffered problematic cooperation, coordination, communication, and collaboration that prevented early product. This resulted in additional surveys and the evolution of this additional work-in-progress. Following introducing the VDR, key issues such as interface design, body measurement, and cloth representation in the VDR is discussed. The finding of wheelchair-bound-need is envisioned as a next-generation iteration and is thus the focus of this contribution to position the work-in-progress and invite like-minded interested parties to collaborate towards optimization of a system to realize potentials.