TY - DATA T1 - Video displaying game and nasal accelerometer (Cler et al., 2017) PY - 2017/06/22 AU - Gabriel J. Cler AU - Talia Mittelman AU - Maia N. Braden AU - Geralyn Harvey Woodnorth AU - Cara E. Stepp UR - https://asha.figshare.com/articles/media/Video_displaying_game_and_nasal_accelerometer_Cler_et_al_2017_/5116828 DO - 10.23641/asha.5116828.v1 L4 - https://ndownloader.figshare.com/files/8696347 KW - video games KW - velopharyngeal KW - velopharyngeal dysfunction KW - case series KW - technical report KW - nasalization KW - speech KW - at-home therapy KW - children KW - interactive KW - home rehabilitation KW - Linguistic Processes (incl. Speech Production and Comprehension) KW - Rehabilitation and Therapy (excl. Physiotherapy) N2 - Video shows game and nasal accelerometer used in this study. Users play the game as a ninja fighting evil robots by using just their speech. Game play for feedback and no-feedback stages are identical: a robot appears, and the user is prompted to repeat one of the stimuli CVCs (e.g., mom, nun, bag, bead) three times. Feedback stages prompted participants to increase their nasalization on nasal stimuli and decrease their nasalization on nonnasal stimuli, as shown in the video.Cler, G. J., Mittelman, T., Braden, M. N., Woodnorth, G. H., & Stepp, C. E. (2017). Video game rehabilitation of velopharyngeal dysfunction: A case series. Journal of Speech, Language, and Hearing Research, 60(6S), 1800–1809. ER -