Not Your Average Couch Potato: Using Video Games As A Means

Not Your Average Couch
Potato: Using Video
Games As A Means For
Physical Activity
Katie Murphy, CTRS
Session Objectives
*Review the history of video games
*Discuss benefits of video games for individuals
with disabilities
*Discuss ways of making video games accessible for
individuals with disabilities
*Trial different video game consoles
Therapeutic Recreation (TR) at
Shepherd
Staffing:
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8 Inpatient CTRSs
5 Day Program CTRSs
4 Bridge CTRSs
7 Recreation Specialists
1 Sports Team Coordinator
3 TR Techs
1 TR Supervisor
1 Administrative Assistant
Who We Work With
ICU Patients
Inpatient Rehab (SCI and ABI)
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Adolescents
Adults
Geriatrics
Dual
Neuro
Day Program Patient Rehab (SCI and ABI)
Bridge Program
Video Game Statistics By Numbers
65%- percent of US households that play video
games
32- the age of the average video gamer
49%- percent of gamers between the ages of 18-49
26%- percent of gamers over the age of 50
25%- percent of gamers under the age of 18
18- average number of hours spent per week
playing video games
History of Video Games
1952- First documented computer game
1958- First video game created
1972- Magnavox releases first home game console
1975- Atari started and released Pong
1986- Nintendo Entertainment System (NES) released
2000- PlayStation 2 released
2005- X-Box 360 released
2006- Wii and PlayStation 3 released
History of Video Games in the
Rehab and School Setting
School
Adapted Physical Education Classes
Classroom Setting
Athletic Training
Rehab
Gaming Consoles
Wiihab
Benefits of Video Games for
Individuals with Disabilities
Physical
Psychological
Social
Physical Benefits
Strength
Balance
Range of Motion
Endurance
Fine Motor Skills
Hand Eye
Coordination
Bilateral Coordination
Cardiovascular
Strength
Increased Physical
Outlet
Hidden Benefits
Social and Psychological Benefits
*Inclusion
*Sense of normalcy
*Equalizing playing field
*Peer social interaction
*Improves self esteem
*Increase leisure skill repertoire
Ways to Adapt Video Games for
Individuals with Disabilities
Adaptive Equipment
Adapted controllers
Adaptive devices
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Gloves
Head gear
Assistive technology
Group/Team play
Adapting Video Games
The Quad Controller
Video Game Consoles
PlayStation 2 Eye Toy
X-Box 360 Kinect
Wii
Questions
Time to Play.....
Break into groups to trial different consoles
Wii Fit
PlayStation 2 Eye Toy
Resource Table