Secondary end users | |
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1 | From the SEUs’ perspectives, a functional and individualized meaningful game design is of great importance to OAs for increasing training motivation |
2 | The fall protection device in the ExerCube is expected to provide OAs with a feeling of safety that will allow them to train at their individual performance limits |
3 | Based on the therapists' experience, digital gamification in therapy leads to an increased motivation in OAs |
4 | The game environment provides an opportunity to distract OAs from their functional limitations and allows them to unconsciously move more freely |
5 | The availability and perceived time demands of an exergame may limit its usability |
6 | A lack of local accessibility to and availability of the exergame after discharge from a rehabilitation center and an unawareness of alternative, non-computerized training strategies may influence adherence negatively |