Post Stroke Social Gaming

Abstract : One of the most challenging aspects for post stroke rehabilitation is to include other people in the rehabilitation process. We can identify at least three levels of inclusion in social rehabilitation: 1. Patient to Patient (Quite-symmetric collaboration or competition) This first level presents challenges related to the patients' physical abilities. In fact, the specific abilities that will be affected by stroke depend on the location, type and size of the lesion. Each patient is then characterized by a specific combination of deficits (National Stroke Association, 2010). Therefore, stroke rehabilitation programs are strongly personalized: they are adapted to a particular patient, to regain as much function as possible. Because each stroke is different from another it is possible to treat patients in independently but it's very difficult to treat them together. For example, two patients who have different recovery degrees would not be able to collaborate on the same exercise exactly because of their specific impairments. 2. Patient to Therapist (collaboration or competition) This second level presents challenges related to the different physical abilities (as in the first case) but it's typically used during rehabilitation in care centers. In fact, therapists and patients could complete tasks together as a complement to personal rehabilitation. 3. Patient to Family (Asymmetric collaboration or competition) This last level presents challenges linked to the different physical abilities (as in the first case) and it's not very diffused in real life (i.e. the family does not do rehabilitation exercises with the patient's at least in care centers).
Type de document :
RR-12009, 2011, pp.0-9
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Contributeur : Abdelkader Gouaich <>
Soumis le : jeudi 15 mars 2012 - 09:19:05
Dernière modification le : jeudi 6 septembre 2018 - 12:18:02
Document(s) archivé(s) le : lundi 18 juin 2012 - 16:15:29


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  • HAL Id : lirmm-00679185, version 1



Abdelkader Gouaich, Ines Di Loreto. Post Stroke Social Gaming. RR-12009, 2011, pp.0-9. 〈lirmm-00679185〉



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