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The Role of Gamification in Neurocognitive Rehabilitation

The Role of Gamification in Neurocognitive Rehabilitation
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Author(s): Artemisa Rocha Dores (School of Health, Polytechnic of Porto, Portugal & Laboratory of Neuropsychophysiology, Faculty of Psychology and Education Sciences, Polytechnic of Porto, Portugal), Andreia Geraldo (Laboratory of Neuropsychophysiology, Faculty of Psychology and Education Sciences, Polytechnic of Porto, Portugal) and Helena Martins (Lusófona University of Humanities and Technologies, Portugal)
Copyright: 2021
Pages: 20
Source title: Handbook of Research on Solving Modern Healthcare Challenges With Gamification
Source Author(s)/Editor(s): Ricardo Alexandre Peixoto de Queirós (uniMAD, Escola Superior de Media Artes e Design, Portugal) and António José Marques (LabRP, School of Health, Polytechnic of Porto, Portugal)
DOI: 10.4018/978-1-7998-7472-0.ch006

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Abstract

Neurocognitive rehabilitation continues to face difficult challenges related to patient and institutional characteristics. This reality requires innovative solutions to increase patient motivation and involvement in the process, turning rehabilitation more meaningful and pleasurable, as well as to help therapists overcome difficulties such as the absence of material and human resources. Innovative rehabilitation techniques have the potential to create motivating, personalized, and ecologically valid tasks. In this chapter, the authors describe the reality of neurocognitive rehabilitation in acquired brain injury and present the advantages and potential of digital information and communication technologies, especially serious games and gamification. Distinctive elements of these solutions and a reflection on the evolution of this area are presented. In order to establish evidence-based practices, it will be necessary demonstrate unequivocally the development of competences by the patients, supported by these new solutions, and its generalization to real-life activities in future research.

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