Interface adapted to the user |
Interface challenges |
Gaming factors to enhance motivation, positive mood and improve assessment |
Non-naturalistic interactions |
Wires and displays |
Independent practice and self-assessment |
Immature engineering process |
Safe testing and training environment |
Expensive equipment |
Promoting social bonding |
Poor platform compatibility |
Enhanced ecological validity |
Software difficult to use |
Control of stimulus delivery |
Lack of generalization |
Cuing stimuli for error-free learning |
Addiction |
Performance analysis in real time |
Side effects |
Real-time feedback delivery |
|
Promoting learning processes |
|
Low-cost, duplicable environments |
|
Opportunities |
Threats |
Emerging advances in technology |
Ethical challenges |
Real time data analysis |
Poor integration with the clinical practice |
Gaming industry drivers |
Lack of assessment methodology |
Intuitive appeal to the public |
Lack of feasibility and efficacy studies |
New professions |
Lack of regulation |
Closeness between scientific, technical, and clinical communities |
Lack of business model |
Too few cost/benefit proofs |
SG as research instruments |
Technological vs. clinical tool |
Telerehabilitation |
Aftereffects |
Big market |
The perception that the technological tools will eliminate the need for the clinician |
|
Unrealistic expectations |
|
Academic and professional acceptance |
|
Technophobia |