Encyclopedia of Computer Graphics and Games

Living Edition
| Editors: Newton Lee

Rehabilitation Games

Living reference work entry
DOI: https://doi.org/10.1007/978-3-319-08234-9_148-1



Rehabilitation games are a subset of serious games intended to promote increased musculoskeletal or neural activity with the aim of therapeutic benefit in the patients or players of these games. This encyclopedia entry is in a digital context.


Serious games, often called games for learning, are games intentionally created for more than mere entertainment (Abt 1970), and in the advent of digitalization, the term digital games based learning (DGBL) has enjoyed widespread synonymic acceptance. DGBL, as the name suggests, encompasses all digital games that are created with intent to facilitate learning – be it to acquire knowledge, change behavior, or improve motor and neuro functioning. Another such term that gained popularity, largely due to console platforms such as Nintendo Wii and Xbox Kinect (and their respective game releases), is exertion games (exergames). Although exergames are generally directed at physical exertion that goes beyond...


Rehabilitation Games Rehabilitation Gaming Exergames Target Heart Rate Zone Context Analysis Phase 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
This is a preview of subscription content, log in to check access.


  1. Abt, C.C.: Serious Games. Viking Press, New York (1970)Google Scholar
  2. Bernhaupt, R.: User experience evaluation methods in the games development life cycle. In: Bernhaupt, R. (ed.) Game User Experience Evaluation, pp. 1–8. Springer, New York (2015)CrossRefGoogle Scholar
  3. Hocine, N., Gouaich, A., Cerri, S.A.: Dynamic difficulty adaptation in serious games for motor rehabilitation. In: International Conference on Serious Games, pp. 115–128. Springer, Darmstadt (2014)Google Scholar
  4. ISO: 9241-11: Ergonomic requirements for office work with visual display terminals (VDTs), vol. 45. The International Organization for Standardization, Geneva (1998)Google Scholar
  5. Kleinsmith, A., Bianchi-Berthouze, N.: Affective body expression perception and recognition: a survey. IEEE Trans. Affect. Comput. 4(1), 15–33 (2013)CrossRefGoogle Scholar
  6. Lange, B., Flynn, S., Rizzo, A.: Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation. Phys. Ther. Rev. 14(5), 355–363 (2009)CrossRefGoogle Scholar
  7. Lewis, G.N., Rosie, J.A.: Virtual reality games for movement rehabilitation in neurological conditions: how do we meet the needs and expectations of the users? Disabil. Rehabil. 34(22), 1880–1886 (2012)CrossRefGoogle Scholar
  8. Oh, Y., Yang, S.: Defining exergames & exergaming. In: Meaningful Play, pp. 1–17. Michigan State University, Michigan (2010)Google Scholar
  9. Pirovano, M., Surer, E., Mainetti, R., Lanzi, P.L., Borghese, N.A.: Exergaming and rehabilitation: a methodology for the design of effective and safe therapeutic exergames. Entertain. Comput. 14, 55–65 (2016)CrossRefGoogle Scholar
  10. Prentice, W.E., Kaminski, T.W.: Rehabilitation Techniques for Sports Medicine and Athletic Training. McGraw-Hill, New York (2004)Google Scholar
  11. Ravyse, W.S., Blignaut, A.S., Leendertz, V., Woolner, A.: Success factors for serious games to enhance learning: a systematic review. Virtual Real. 21(1), 31–58 (2017)CrossRefGoogle Scholar
  12. Rego, P., Moreira, P.M., Reis, L.P.: Serious games for rehabilitation: a survey and a classification towards a taxonomy. In: Information Systems and Technologies (CISTI), pp. 1–6. IEEE Xplore Digital Library, Santiago de Compostela (2010)Google Scholar
  13. Saini, S., Rambli, D.R.A., Sulaiman, S., Zakaria, M.N., Shukri, S.R.M.: A low-cost game framework for a home-based stroke rehabilitation system. In: Computer & Information Science (ICCIS), pp. 55–60. IEEE Xplore Digital Library, Kuala Lumpur (2012)Google Scholar
  14. Tripette, J., Murakami, H., Ryan, K.R., Ohta, Y., Miyachi, M.: The contribution of Nintendo Wii Fit series in the field of health: a systematic review and meta-analysis. PeerJ. 5, e3600 (2017)CrossRefGoogle Scholar

Authors and Affiliations

  1. 1.Faculty of ICT and Chemical Engineering, Futuristic Interactive TechnologiesTurku University of Applied SciencesTurkuFinland
  2. 2.Technology Enhanced Learning for Innovative Teaching and Training South Africa (TELIT-SA)North-West UniversityVanderbijlparkSouth Africa
  3. 3.Department of Future TechnologiesUniversity of TurkuTurkuFinland