Papers

2

Total Citations

12

H-Index

2

About

Dagen Valentine is a researcher at the intersection of rehabilitation science, gaming technology, and human-computer interaction. Their work explores how interactive digital tools—from commercial gaming consoles to virtual reality and telepresence robotics—can transform therapeutic and educational practices. Valentine’s most cited study, "Gaming and Social Interactions in the Rehabilitation of Brain Injuries: A Pilot Study with the Nintendo Wii Console" (2010, 10 citations), pioneered the use of accessible gaming platforms to promote social engagement and motor recovery in patients with brain injuries, demonstrating that off-the-shelf technology could serve as a low-cost, motivating rehabilitation tool. This work laid early groundwork for the now-growing field of gamified therapy. More recently, Valentine’s research in "Using Virtual Reality and Telepresence Robotics in Making" (2018, 2 citations) extends these ideas into maker spaces, examining how immersive and remote-presence technologies can support collaborative creativity and hands-on learning. While their citation counts reflect a niche but dedicated audience, Valentine’s contributions are notable for their forward-looking integration of emerging consumer technologies into clinical and educational settings, offering practical pathways for inclusive, technology-mediated rehabilitation and skill-building.

Research Focus

Key Achievements

2
H-Index
2
Papers
12
Total Citations
6
Avg Citations/Paper
🏆 Most Cited Paper
Gaming and Social Interactions in the Rehabilitation of Brain Injuries: A Pilot Study with the Nintendo Wii Console
10 citations · 2010
📈 Most Prolific Year: 2010 (1 Papers)
🤝 Key Collaborators: 8
🏛 Institutions: Royal Berkshire NHS Foundation Trust, University of Nebraska–Lincoln

Top Papers

  1. 1
  2. 2
    Using Virtual Reality and Telepresence Robotics in Making
    2 citations · 2018

Key Collaborators

Contact & Links

Available for collaboration
Content generated · 13 days ago