Skip to main content



Diving into a Decade of Games for Health Research: a Systematic Review. International Congress on Information and Communication Technology.

Recent years have been characterised by a rising interest in using entertainment computing to monitor, maintain, and improve human health. This is observed in the many systems and applications that leverage the benefits of a playful and enjoyable experience to provide a technology-enabled health intervention. This paper reviews one decade of papers (679) published at the intersection of health, entertainment, and technology to determine trends, studies' characteristics, type of solutions, domains of application, and study purposes. Results show that there is a growing body of research in the area, with the majority of studies providing solutions for rehabilitation and addressing motor conditions related to stroke and/or fitness. Where half of the solutions reported are custom made, the bulk of those studies is performed with the purpose of evaluating the solutions proposed or validating their efficacy. In 80% of the cases, the studies are performed with subjects from the target pop

Latest Posts

A comparison of two personalization and adaptive cognitive rehabilitation approaches: a randomized controlled trial with chronic stroke patients

AI-Rehab: A Framework for AI Driven Neurorehabilitation Training - The Profiling Challenge

fMRI brain activation during a novel VR-based motor imagery and observation task: comparison with a conventional motor imagery task

An Exploratory Study on Techniques for Quantitative Assessment of Stroke Rehabilitation Exercises

User Experience of Interactive Technologies for People with Dementia: A Comparative Observational Study

ISVR Early Career Investigator Award 2021

Editorial: Brain-Computer Interfaces and Augmented/Virtual Reality

Effects of prolonged multidimensional fitness training with exergames on the physical exertion levels of older adults

A Study on EEG Power and Connectivity in a Virtual Reality Bimanual Rehabilitation Training System

Impact of game mode in multi-user serious games for upper limb rehabilitation: a within-person randomized trial on engagement and social involvement

Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults

Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients

Comparing adaptive cognitive training in virtual reality and paper-and-pencil in a sample of stroke patients