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Specification, Use and Impact of the Persuasive Serious Game S'TIM in a Rehabilitation Process for Patients with Dysexecutive Syndrome

The aim of this multidisciplinary study is to specify and develop a Serious-Game (SG) to immerge patients with a dysexecutive syndrome in a virtual word. With an elaborate scenario and various challenges, the SG we named S'TIM is used on a robotised and easy-to-use touch table. The high stakes for patients are firstly to break anosognosia and intrinsically motivate patients to implicate them in their rehabilitation; Secondly to enable them to reach a sufficient metacognition level to develop their own strategy and select the most relevant in each context. Finally, to facilitate these strategies transfer in daily-life. Changes in organisations will also be observed.