Posts Tagged Interpersonal rehabilitation games
People with neurological injuries such as stroke should exercise frequently and intensely to regain their motor abilities, but are generally hindered by lack of motivation. One way to increase motivation in rehabilitation is through competitive exercises, but such exercises have only been tested in single brief sessions and usually did not adapt difficulty to the patient’s abilities.
We designed a competitive arm rehabilitation game for two players that dynamically adapts its difficulty to both players’ abilities. This game was evaluated by two participant groups: 15 participants with chronic arm impairment who exercised at home with an unimpaired friend or relative, and 20 participants in the acute or subacute phase of stroke who exercised in pairs (10 pairs) at a rehabilitation clinic. All participants first played the game against their human opponent for 3 sessions, then played alone (against a computer opponent) in the final, fourth session. In all sessions, participants’ subjective experiences were assessed with the Intrinsic Motivation Inventory questionnaire while exercise intensity was measured using inertial sensors built into the rehabilitation device. After the fourth session, a final brief questionnaire was used to compare competition and exercising alone.
Participants who played against an unimpaired friend or relative at home tended to prefer competition (only 1 preferred exercising alone), and exhibited higher enjoyment and exercise intensity when competing (first three sessions) than when exercising alone (last session).
Participants who played against each other in the clinic, however, did not exhibit significant differences between competition and exercising alone. For both groups, there was no difference in enjoyment or exercise intensity between the first three sessions, indicating no negative effects of habituation or novelty.
Competitive exercises have high potential for unsupervised home rehabilitation, as they improve enjoyment and exercise intensity compared to exercising alone. Such exercises could thus improve rehabilitation outcome, but this needs to be tested in long-term clinical trials. It is not clear why participants who competed against each other at the clinic did not exhibit any advantages of competition, and further studies are needed to determine how different factors (environment, nature of opponent etc.) influence patients’ experiences with competitive exercises.
The study is not a clinical trial. While human subjects are involved, they do not participate in a full rehabilitation intervention, and no health outcomes are examined.
Electronic supplementary material
The online version of this article (10.1186/s12984-017-0336-9) contains supplementary material, which is available to authorized users.
Stroke is a leading cause of disability, with 795,000 new or recurrent strokes per year in the United States alone . 88% of survivors experience motor function impairment and thus require rehabilitation to regain their movement abilities . However, even top hospitals devote only an hour per day to motor rehabilitation , and exercise intensity is usually too low for optimal rehabilitation outcome . Patients are thus expected to exercise independently at home after leaving the clinic to fully regain their abilities, but frequently do not exercise frequently or intensely enough. For example, one study found that only 30% of unsupervised patients comply with prescribed home rehabilitation regimens . Another home rehabilitation study found that patients average around 1.5 h of exercise per week , while clinical studies involve at least 3 h of exercise per week [7, 8]. To improve home rehabilitation, it is therefore critical to increase the frequency and intensity of exercise.
One key reason for poor compliance in home rehabilitation is lack of motivation, which is an important predictor of rehabilitation outcome [9, 10]. While the definition of motivation in rehabilitation is blurry, it is generally agreed to involve a willingness to actively engage in exercise [11, 12]. To improve engagement, researchers have thus developed numerous rehabilitation games that try to both ensure high enjoyment (using, e.g., meaningful goals, in-game rewards and entertaining graphics [12–15]) and provide an appropriate exercise intensity via automated difficulty adaptation [12, 14, 16]. The games are controlled using motion tracking hardware such as the Microsoft Kinect or even with rehabilitation robots that provide limb support in addition to motion tracking. However, recent reviews have emphasized that such games are not yet sufficiently engaging for all patients [17, 18]. Therefore, additional rehabilitation game development and validation is necessary to improve patient engagement.[…]
arm rehabilitation, Dynamic difficulty adaptation, Exercise intensity, Interpersonal rehabilitation games, Motivation, Multiplayer games, Social Interaction, UE, UL, Upper Extremity, upper limb, virtual reality
[ARTICLE] Competitive and cooperative arm rehabilitation games played by a patient and unimpaired person: effects on motivation and exercise intensity – Full Text
People with chronic arm impairment should exercise intensely to regain their abilities, but frequently lack motivation, leading to poor rehabilitation outcome. One promising way to increase motivation is through interpersonal rehabilitation games, which allow patients to compete or cooperate together with other people. However, such games have mainly been evaluated with unimpaired subjects, and little is known about how they affect motivation and exercise intensity in people with chronic arm impairment.
We designed four different arm rehabilitation games that are played by a person with arm impairment and their unimpaired friend, relative or occupational therapist. One is a competitive game (both people compete against each other), two are cooperative games (both people work together against the computer) and one is a single-player game (played only by the impaired person against the computer). The games were played by 29 participants with chronic arm impairment, of which 19 were accompanied by their friend or relative and 10 were accompanied by their occupational therapist. Each participant played all four games within a single session. Participants’ subjective experience was quantified using the Intrinsic Motivation Inventory questionnaire after each game, as well as a final questionnaire about game preferences. Their exercise intensity was quantified using wearable inertial sensors that measured hand velocity in each game.
Of the 29 impaired participants, 12 chose the competitive game as their favorite, 12 chose a cooperative game, and 5 preferred to exercise alone. Participants who chose the competitive game as their favorite showed increased motivation and exercise intensity in that game compared to other games. Participants who chose a cooperative game as their favorite also showed increased motivation in cooperative games, but not increased exercise intensity.
Since both motivation and intensity are positively correlated with rehabilitation outcome, competitive games have high potential to lead to functional improvement and increased quality of life for patients compared to conventional rehabilitation exercises. Cooperative games do not increase exercise intensity, but could still increase motivation of patients who do not enjoy competition. However, such games need to be tested in longer, multisession studies to determine whether the observed increases in motivation and exercise intensity persist over a longer period of time and whether they positively affect rehabilitation outcome.
The study is not a clinical trial. While human subjects are involved, they participate in a single-session evaluation of a rehabilitation game rather than a full rehabilitation intervention, and no health outcomes are examined.
Rehabilitation ,Virtual reality ,Multiplayer games, Interpersonal rehabilitation games ,Social interaction ,Motivation ,Exercise intensity
Home rehabilitation technology
Diseases such as stroke have a massively debilitating effect on people’s lives. It is estimated that one in six people will experience a stroke in their lifetime , and 88% of survivors report some impairment of their limb function . In the United States, approximately 795,000 individuals suffer a new or recurrent stroke every year, leading to an estimated combined direct and indirect cost of $68.9 billion . Intensive training delivered by a therapist soon after the injury can effectively restore motor functions needed for independent life. However, even top hospitals only devote a limited amount of time to rehabilitation of motor functions . The situation is even worse in most other hospitals and health centers, where patients are idle for most of the day due to a shortage of qualified medical staff . After leaving the hospital, patients thus need to exercise at home without therapist supervision in order to fully regain their abilities.
Several technologies, ranging from consumer devices such as the Microsoft Kinect  to complex exoskeletons , have been deployed for motor rehabilitation at home. These technologies usually combine limb tracking with virtual environments presented on a personal computer, which allow patients to perform a variety of simulated activities of daily living . Furthermore, they incorporate game-like elements such as automated difficulty adaptation, score displays and cognitive challenges [8, 9, 10, 11]. However, despite promising technical achievements, the effectiveness of home rehabilitation technology remains limited. A recent study showed that, even if a therapist prescribes a technology-supported exercise, only about 30% of unsupervised patients will comply with the rehabilitation regimen .
This lack of compliance is due to lack of motivation for rehabilitation, which is known to be a key determinant of rehabilitation outcome: patients who are unmotivated will not exercise frequently or intensely enough [13, 14]. Studies outside rehabilitation have already shown that motivational interventions improve compliance with the therapy regimen , and recent home rehabilitation studies have emphasized the importance of motivational elements that would increase the duration and intensity of exercise [16, 17]…
Continue —> Competitive and cooperative arm rehabilitation games played by a patient and unimpaired person: effects on motivation and exercise intensity | Journal of NeuroEngineering and Rehabilitation | Full Text
- [Abstract + References] Serious Game Based on Myo Armband for Upper-Limb Rehabilitation Exercises – Conference paper
- [ARTICLE] Determining the Accuracy of Oculus Touch Controllers for Motor Rehabilitation Applications Using Quantifiable Upper Limb Kinematics: Validation Study – Full Text
- [Webcast] KTDRR Research Evidence Training: An Overview of Meta-Analysis and Effect Size
- [Abstract] Relationship Between Clinical Measures of Upper Limb Movement Quality and Activity Poststroke
- [Abstract] A novel neurocognitive rehabilitation tool in the recovery of hemiplegic hand grip after stroke: a case report.
- [Abstract] Control and Dynamic Manipulability of a Dual-Arm/Hand Robotic Exoskeleton System (EXO-UL8) for Rehabilitation Training in Virtual Reality
- [Abstract + References] Epilepsy and Anticonvulsant Therapy in Brain Tumor Patients – Book Chapter
- [ARTICLE] Sensory retraining of the leg after stroke: systematic review and meta-analysis – Full Text
- [Abstract] Bi-cephalic transcranial direct current stimulation combined with functional electrical stimulation for upper-limb stroke rehabilitation: A double-blind randomized controlled trial
- [Abstract] Differential Poststroke Motor Recovery in an Arm Versus Hand Muscle in the Absence of Motor Evoked Potentials
- [ARTICLE] Home-based virtual reality training after discharge from hospital-based stroke rehabilitation: a parallel randomized feasibility trial – Full Text
- [Abstract + References] Virtual Reality Game Development Using Accelerometers for Post-stroke Rehabilitation – Conference paper
- [ARTICLE] Transcranial Focused Ultrasound (tFUS) and Transcranial Unfocused Ultrasound (tUS) Neuromodulation: From Theoretical Principles to Stimulation Practices
- [NEWS] Predicting seizures before they happen
- [ARTICLE] The Relationship of the FOUR Score to Patient Outcome: A Systematic Review -Full Text
- assistive technology (1)
- Books (125)
- Caregivers (279)
- Depression (119)
- Educational (77)
- Epilepsy (377)
- Fatigue (74)
- Hemianopsia (167)
- Music therapy (35)
- Neuroplasticity (309)
- Quotations (2)
- Recovery Plateau (23)
- REHABILITATION (3,560)
- Cognitive Rehabilitation (266)
- Constraint induced movement therapy CIMT (90)
- Functional Electrical Stimulation (FES) (284)
- Gait Rehabilitation – Foot Drop (488)
- Mirror therapy (111)
- Paretic Hand (1,222)
- Pharmacological (181)
- Rehabilitation robotics (696)
- tDCS/rTMS (276)
- Tele/Home Rehabilitation (328)
- Video Games/Exergames (330)
- Virtual reality rehabilitation (453)
- Vojta Therapy – DNS (10)
- Spasticity (219)
- TBI (21)
- Uncategorized (648)
- Video (170)
Category Cloudassistive technology Books Caregivers Cognitive Rehabilitation Constraint induced movement therapy CIMT Depression Educational Epilepsy Fatigue Functional Electrical Stimulation (FES) Gait Rehabilitation - Foot Drop Hemianopsia Mirror therapy Music therapy Neuroplasticity Paretic Hand Pharmacological Quotations Recovery Plateau REHABILITATION Rehabilitation robotics Spasticity TBI tDCS/rTMS Tele/Home Rehabilitation Uncategorized Video Video Games/Exergames Virtual reality rehabilitation Vojta Therapy - DNS
TagsABI Acquired Brain Injury Action observation Activities of daily living Acupuncture ADL AED AEDs AFO android ankle ankle-foot orthosis antiepileptic drugs anxiety aphasia App Apps Arm Artificial intelligence assessment assistive technology Attention augmented reality Balance BCI behavior biofeedback biomechanics Bioness book Botox botulinum toxin brain Brain Computer Interface Brain Injuries brain injury Brain plasticity Brain stimulation Brain–machine interface Cannabidiol cannabis Caregiver Caregivers CBD CBT cerebral palsy Cerebrovascular accident Children chronic chronic stroke cognition cognitive Cognitive behavioral therapy cognitive function cognitive impairment Cognitive Rehabilitation Cognitive Rehabilitation Communication concussion constraint induced movement therapy Constraint Induced Movement Therapy (CIMT) dementia Depression dexterity diffusion tensor imaging disability driving drop foot Drugs Educational EEG elbow Electrical Stimulation Electric stimulation therapy Electrodes electroencephalography Electromyography EMG emotional Epilepsy eRehabilitation Executive function Exercise Exergames Exoskeleton exoskeletons fatigue Feedback FES finger Fingers fMRI foot drop Force Functional electrical stimulation Functional electrical stimulation (FES) functional magnetic resonance imaging functional recovery gait gait rehabilitation Gait Rehabilitation - Foot Drop gait speed Game games Gamification gaming Gloreha glove Google books grand mal grasping Hand Hand exoskeleton hand function hand rehabilitation Hemianopia Hemianopsia hemiparesis Hemiparetic hemiplegia hemiplegic hippocampus home home-based home-based rehabilitation home rehabilitation homonymous hemianopia ICF iOS iPad IPhone Keppra Kinect Kinematics. Levetiracetam locomotion Lokomat lower extremity lower limb Lower Limp marijuana mCIMT Medical treatment memory mental health mental practice meta-analysis Microsoft Kinect Mild traumatic Brain Injury Mirror therapy mobility Motivation Motor motor control motor cortex Motor function motor imagery motor impairment motor learning Motor recovery motor rehabilitation motor skills Motor training MRI multiple sclerosis Muscles Muscle spasticity music Music therapy Nervous system neural plasticity neuro-rehabilitation Neurofeedback Neurogenesis neuroimaging Neurological neurological disorders neurology neuromodulation Neuromuscular electrical stimulation Neuron neurons Neuroplasticity Neurorehabilitation neuroscience NIBS Nintendo Wii NMES Non-invasive Noninvasive brain stimulation Non Invasive brain stimulation Occupational therapy orthosis orthotics Outcome measures Outcomes pain Paralysis paresis paretic hand pharmacological physical activity physical rehabilitation physical therapy physiotherapy plasticity plateau post stroke Post traumatic Epilepsy pregnancy Prognosis proprioception PTSD quality of life Randomized controlled trial range of motion. recovery rehabilitation REHABILITATION rehabilitation robot Rehabilitation robotics repetitive transcranial magnetic stimulation review robot robot-assisted rehabilitation Robot-assisted therapy Robotic robotic glove robotic rehabilitation robotics robots Robot sensing systems rTMS saebo SCI seizure seizures self-management sEMG sensorimotor Sensors Serious game Serious games sex sexuality sleep smartphone Spasticity spinal cord injury stem cells strength Stress Stroke stroke recovery stroke rehabilitation surface electromyography systematic review Tablet Task-Specific Training TASK ANALYSIS TBI tDCS technology TED Tele-rehabilitation Telehealth Telemedicine telerehabilitation therapy thumb TMS Training Transcranial Direct Current Stimulation Transcranial magnetic stimulation Traumatic Brain Injury treadmill treatment UE UL Upper Extremity upper limb Upper limb rehabilitation Vagus Nerve Stimulation Video Video game Video games virtual reality Virtual reality exposure therapy Virtual Reality Rehabilitation Virtual rehabilitation visual field VNS VR walking walking ability walking speed wearable Wii Wrist youtube
- June 2019 (29)
- May 2019 (57)
- April 2019 (60)
- March 2019 (48)
- February 2019 (65)
- January 2019 (109)
- December 2018 (78)
- November 2018 (70)
- October 2018 (75)
- September 2018 (87)
- August 2018 (100)
- July 2018 (112)
- June 2018 (64)
- May 2018 (55)
- April 2018 (45)
- March 2018 (83)
- February 2018 (129)
- January 2018 (106)
- December 2017 (98)
- November 2017 (60)
- October 2017 (73)
- September 2017 (68)
- August 2017 (132)
- July 2017 (93)
- June 2017 (98)
- May 2017 (82)
- April 2017 (60)
- March 2017 (142)
- February 2017 (80)
- January 2017 (91)
- December 2016 (123)
- November 2016 (85)
- October 2016 (149)
- September 2016 (65)
- August 2016 (68)
- July 2016 (92)
- June 2016 (72)
- May 2016 (50)
- April 2016 (44)
- March 2016 (82)
- February 2016 (66)
- January 2016 (36)
- December 2015 (68)
- November 2015 (86)
- October 2015 (99)
- September 2015 (85)
- August 2015 (71)
- July 2015 (113)
- June 2015 (83)
- May 2015 (69)
- April 2015 (77)
- March 2015 (91)
- February 2015 (64)
- January 2015 (112)
- December 2014 (112)
- November 2014 (165)
- October 2014 (161)
- September 2014 (228)
- August 2014 (108)
- July 2014 (9)