scholarly journals Designing a Game for Upper Limb Rehabilitation Following a Stroke

2021 ◽  
Author(s):  
◽  
Dana Fridman

<p>Background: Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to function. Rehabilitation interventions are effective in promoting the return of function. However, patients’ engagement is necessary in order to maintain the improvements, and research shows that stroke survivors need more opportunities to engage with rehabilitation outside of the clinic. Digital games can offer a solution by providing an engaging context for performing the exercises correctly and learning new skills.  Aims: This research aims to increase engagement with upper limb rehabilitation following a stroke through a custom digital game that facilitates effective rehabilitation methods, and is played with the Able-M, a game controller designed for upper limb rehabilitation by Im-Able.  Methods: The development process was based on a human-centred design approach that consisted of a literature review, personas generation, exploratory studies including field observations in a clinic and discussions with therapists, iterative design through qualitative studies including user observations, interviews with patients, and feedback from a neuro-physiotherapist.  Conclusions: Based on the design process, the game prototype includes the following elements: Adaptive gameplay for physical and cognitive challenge-skill balance, obstacles to increase challenge, feedback provision to enhance engagement and facilitate motor learning, rhythmic elements to facilitate rhythmic auditory stimulation, narrative based on user research to facilitate focus diversion, and different navigation mechanisms to promote neuroplasticity. High contrast, bird eye view, and third person perspective for ease of use. Limitations and directions for further research are discussed.</p>

2021 ◽  
Author(s):  
◽  
Dana Fridman

<p>Background: Many stroke survivors suffer from motor impairments such as upper limb hemiparesis accompanied by cognitive and emotional impairments that can affect their ability to function. Rehabilitation interventions are effective in promoting the return of function. However, patients’ engagement is necessary in order to maintain the improvements, and research shows that stroke survivors need more opportunities to engage with rehabilitation outside of the clinic. Digital games can offer a solution by providing an engaging context for performing the exercises correctly and learning new skills.  Aims: This research aims to increase engagement with upper limb rehabilitation following a stroke through a custom digital game that facilitates effective rehabilitation methods, and is played with the Able-M, a game controller designed for upper limb rehabilitation by Im-Able.  Methods: The development process was based on a human-centred design approach that consisted of a literature review, personas generation, exploratory studies including field observations in a clinic and discussions with therapists, iterative design through qualitative studies including user observations, interviews with patients, and feedback from a neuro-physiotherapist.  Conclusions: Based on the design process, the game prototype includes the following elements: Adaptive gameplay for physical and cognitive challenge-skill balance, obstacles to increase challenge, feedback provision to enhance engagement and facilitate motor learning, rhythmic elements to facilitate rhythmic auditory stimulation, narrative based on user research to facilitate focus diversion, and different navigation mechanisms to promote neuroplasticity. High contrast, bird eye view, and third person perspective for ease of use. Limitations and directions for further research are discussed.</p>


2022 ◽  
pp. 235-261
Author(s):  
Robert Herne ◽  
Mohd Fairuz Shiratuddin ◽  
Shri Rai ◽  
David Blacker

Stroke is a debilitating condition that impairs one's ability to live independently while also greatly decreasing one's quality of life. For these reasons, stroke rehabilitation is important. Engagement is a crucial part of rehabilitation, increasing a stroke survivor's recovery rate and the positive outcomes of their rehabilitation. For this reason, virtual reality (VR) has been widely used to gamify stroke rehabilitation to support engagement. Given that VR and the serious games that form its basis may not necessarily be engaging in themselves, ensuring that their design is engaging is important. This chapter discusses 39 principles that may be useful for engaging stroke survivors with VR-based rehabilitation post-stroke. This chapter then discusses a subset of the game design principles that are likely to engage stroke survivors with VR designed for upper limb rehabilitation post-stroke.


2011 ◽  
Vol 48 (8) ◽  
pp. 1005 ◽  
Author(s):  
Juha M. Hijmans ◽  
Leigh A. Hale ◽  
Jessica A. Satherley ◽  
Nicole J. McMillan ◽  
Marcus J. King

Author(s):  
A E Jackson ◽  
R J Holt ◽  
P R Culmer ◽  
S G Makower ◽  
M C Levesley ◽  
...  

Stroke is the most common cause of severe disability in the UK. Arm impairment is common and recovery is partly dependent on the intensity and frequency of rehabilitation intervention. However, physical therapy resources are often limited, so methods of supplementing traditional physiotherapy are essential. Robot assisted physiotherapy is one way to increase the duration patients spend participating in rehabilitation activities. A single robot system has been developed at the University of Leeds that actively assists patients undertaking therapeutic movements in a three-dimensional workspace. However, using only a single point of contact at the wrist to assist with therapeutic reaching movements does not allow control or support of the more proximal joints of the upper limb. This could lead to discomfort during assisted exercise. In addition, the design suffers from a restrictive workspace, limiting the range of therapeutic exercise that can be undertaken. To address these limitations, the intelligent Pneumatic Arm Movement system has been developed. A major aspect of the development process has been the continual involvement of physiotherapists and stroke patients; the end users of the system. Through inclusion of these stakeholders, a system has been developed that satisfies their requirements for workspace, comfort, safety, and ease of use.


2020 ◽  
Vol 7 ◽  
pp. 205566832091538
Author(s):  
Katie Thomson ◽  
Alex Pollock ◽  
Carol Bugge ◽  
Marian C Brady

Introduction Approximately 30% of stroke survivors experience an upper limb impairment, which impacts on participation and quality of life. Gaming devices (Nintendo Wii) are being incorporated into rehabilitation to improve function. We explored the stroke survivor experience of gaming as an upper limb intervention. Methods Semi-structured, individual interviews with stroke survivors living within the UK were completed. Interviews were audio-recorded, transcribed verbatim and analysed using Framework methods. Transcripts were coded and summarised into thematic charts. Thematic charts were refined during analysis until the final framework emerged. Results We captured experiences of 12 stroke survivors who used Nintendo Wii. Gaming devices were found to be acceptable for all ages but varying levels of enthusiasm existed. Enthusiastic players described gaming as having a positive impact on their motivation to engage in rehabilitation. For some, this became a leisure activity, encouraging self-practice. Non-enthusiastic players preferred sports to gaming. Conclusion An in-depth account of stroke survivor experiences of gaming within upper limb rehabilitation has been captured. Suitability of gaming should be assessed individually and stroke survivor abilities and preference for interventions should be taken into consideration. There was no indication that older stroke survivors or those with no previous experience of gaming were less likely to enjoy the activity.


BMJ Open ◽  
2020 ◽  
Vol 10 (10) ◽  
pp. e036481
Author(s):  
Kate Kelly ◽  
Fran Brander ◽  
Amanda Strawson ◽  
Nick Ward ◽  
Kathryn Hayward

IntroductionThe Queen Square Upper Limb (QSUL) Neurorehabilitation Programme is a clinical service within the National Health Service in the UK that provides 90-hours of therapy over 3-weeks to stroke survivors with persistent upper limb impairment. This study aimed to explore the perceptions of participants of this programme, including clinicians, stroke survivors and caregivers.DesignDescriptive qualitative. Data analysis was performed using a conventional thematic content approach to identify main themes by four researchers to avoid any potential bias or personal motivations, promoting confirmability.SettingClinical outpatient neurorehabilitation service.ParticipantsClinicians (physiotherapists, occupational therapists, rehabilitation assistants) involved in the delivery of the QSUL Programme, as well as stroke survivors and caregivers who had participated in the programme were purposively sampled. Each focus group followed a series of semi-structured, open questions that were tailored to the clinical or stroke group. One independent researcher facilitated all focus groups, which were audio-recorded and transcribed verbatim by a professional transcription agency.ResultsFour focus groups were completed: three including stroke survivors (n=16) and caregivers (n=2), and one including clinicians (n=11). The main stroke survivor themes related to psychosocial aspects of the programme (‘you feel valued as an individual’), as well as the behavioural training provided (‘gruelling, yet rewarding’). The main clinician themes also included psychosocial aspects of the programme (‘patient driven ethos—no barriers, no rules’) and knowledge, skills and resources of clinicians (‘it is more than intensity, it is complex’).ConclusionsAs an intervention, stroke survivors and clinicians consider the QSUL Programme to be both comprehensive and complex. The nature of the interventions in the programme spans psychosocial and behavioural domains. We suggest the future clinical trials of upper limb rehabilitation consider testing the efficacy of these multiple interacting components.


IEEE Access ◽  
2021 ◽  
Vol 9 ◽  
pp. 30283-30291
Author(s):  
Sheng Miao ◽  
Chen Shen ◽  
Xiaochen Feng ◽  
Qixiu Zhu ◽  
Mohammad Shorfuzzaman ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document