A Game-Based Solution for In-Home Rehabilitation

  • Silvia GabrielliEmail author
  • Rosa Maimone
  • Cristina Costa
  • Antonio Ascolese
  • Johanna Jonsdottir
  • Wolfhard Klein
  • Gabriel Bendersky
Conference paper
Part of the Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering book series (LNICST, volume 150)


This paper presents initial concepts from the REHAB@HOME project investigating the patient-centered design of game environments aimed to raising patients’ motivation and compliance with motor-cognitive rehabilitation programs. During the initial phase of the project a patient’s client was developed to deploy five rehabilitation games through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes). Also, a professional client was designed to enable clinicians the remote monitoring of patients’ progress in home settings. We discuss main features developed for both clients that can inform the future realization of game-based solutions for upper body rehabilitation programs.


Serious games Motor-cognitive rehabilitation Patient-centred design Professional clients 



This work has been supported by the FP7 STREP Project REHAB@HOME N. 306113.


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Copyright information

© Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2015

Authors and Affiliations

  • Silvia Gabrielli
    • 1
    Email author
  • Rosa Maimone
    • 1
  • Cristina Costa
    • 1
  • Antonio Ascolese
    • 2
  • Johanna Jonsdottir
    • 3
  • Wolfhard Klein
    • 4
  • Gabriel Bendersky
    • 5
  1. 1.CREATE-NETTrentoItaly
  2. 2.Imaginary SrlMilanItaly
  3. 3.Fondazione Don Carlo Gnocchi OnlusMilanItaly
  4. 4.Neurological Therapeutic Centre GmundnerbergAltmünsterAustria
  5. 5.Edna Pasher Ph.D and Associates, Management ConsultantsTel AvivIsrael

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