Published on in Vol 5, No 1 (2018): Jan-Jun

Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation

Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation

Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation

Journals

  1. Malone L, Thirumalai M, Padalabalanarayanan S, Neal W, Bowman S, Mehta T. Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study. JMIR Serious Games 2019;7(1):e11326 View
  2. Stiles-Shields C, Garcia B, Villota K, Wartman E, Winning A, Holmbeck G. Exploring an Existing Weight Management App for Use With Adolescents and Young Adults With Spina Bifida: Usability Study. JMIR Pediatrics and Parenting 2019;2(2):e15153 View
  3. Soltani P, Figueiredo P, Vilas-Boas J. Does exergaming drive future physical activity and sport intentions?. Journal of Health Psychology 2021;26(12):2173 View
  4. Malone L, Davlyatov G, Padalabalanarayanan S, Thirumalai M. Active Video Gaming Using an Adapted Gaming Mat in Youth and Adults With Physical Disabilities: Observational Study. JMIR Serious Games 2021;9(3):e30672 View
  5. Corregidor-Sánchez A, Polonio-López B, Martin-Conty J, Rodríguez-Hernández M, Mordillo-Mateos L, Schez-Sobrino S, Criado-Álvarez J. Exergames to Prevent the Secondary Functional Deterioration of Older Adults during Hospitalization and Isolation Periods during the COVID-19 Pandemic. Sustainability 2021;13(14):7932 View
  6. Maier A, Gaudlitz M, Grehl T, Weyen U, Steinbach R, Grosskreutz J, Rödiger A, Koch J, Lengenfeld T, Weydt P, Günther R, Wolf J, Baum P, Metelmann M, Dorst J, Ludolph A, Kettemann D, Norden J, Koc R, Walter B, Hildebrandt B, Münch C, Meyer T, Spittel S. Use and subjective experience of the impact of motor-assisted movement exercisers in people with amyotrophic lateral sclerosis: a multicenter observational study. Scientific Reports 2022;12(1) View
  7. Malone L, Mendonca C, Mohanraj S, Misko S, Moore J, Brascome J, Thirumalai M. Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study. JMIR Serious Games 2023;11:e38484 View
  8. Malone L, Mendonca C, Kim Y. Active Videogaming Interventions in Adults with Neuromuscular Conditions: A Scoping Review. Games for Health Journal 2022;11(3):141 View
  9. Muguro J, Laksono P, Rahmaniar W, Njeri W, Sasatake Y, Suhaimi M, Matsushita K, Sasaki M, Sulowicz M, Caesarendra W. Development of Surface EMG Game Control Interface for Persons with Upper Limb Functional Impairments. Signals 2021;2(4):834 View
  10. Lee J, Park S, Han D. Factors Associated with Intention of Sustainable Use in Players of the Wii Fit or Smartphone-Based Fitness Applications. International Journal of Human–Computer Interaction 2024;40(4):999 View
  11. Krishnan S, Mandala M, Wolf S, Howard A, Kesar T. Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation. PM&R 2023;15(11):1403 View
  12. Mendonca C, Malone L, Mohanraj S, Thirumalai M. The Usability of a Touchpad Active Video Game Controller for Individuals With Impaired Mobility: Observational Study. JMIR Rehabilitation and Assistive Technologies 2023;10:e41993 View