1 research outputs found

    Specification, Use and Impact of the Persuasive Serious Game S'TIM in a Rehabilitation Process for Patients with Dysexecutive Syndrome

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    International audienceThe aim of this multidisciplinary study is to specify and develop aSerious-Game (SG) to immerge patients with a dysexecutive syn-drome in a virtual word. With an elaborate scenario and variouschallenges, the SG we named S’TIM is used on a robotised andeasy-to-use touch table. The high stakes for patients are firstly tobreak anosognosia and intrinsically motivate patients to implicatethem in their rehabilitation; Secondly to enable them to reach asufficient metacognition level to develop their own strategy andselect the most relevant in each context. Finally, to facilitate thesestrategies transfer in daily-life. Changes in organisations will alsobe observed
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