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Presence and Engagement in Wii-habilitation Alexa Fiorini, OTS  Roxanna Gonzalez, OTS  Carmen Gutierrez, OTS  Dyna Jose, OTS  Caitlin Turner, OTS  Michael Roberts, MS, OTR/L Boston School of Occupational Therapy at Tufts University Introduction Procedures Conclusion Methods Results Participants:  12 occupational therapy students (11= female, 1=male) ranging in ages 22-37 (mean= 27 years). Measures:  Heart Rate, Pleasant Activities List Subscales (Koks, Roozen, Wiersema, & Strietman, 2006), Borg Perceived Exertion Scale (Borg, 1998), Game Specific Questionnaire, Game Experience Questionnaire.  Please note that the Game Specific and Game Experience questionnaires are not standardized and were created for the purposes of this study. ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Results Cont’d ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],Purpose This study examined participation in both active and passive games on the Nintendo Wii console and the influence they had on presence and engagement. We also aimed to understand the factors that influenced absorption in game play in hopes to guide future research in using Wii-habilitation for practice settings.

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Wii Habilitation Scientific Poster Final

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