The Tools of Serious Gaming for Stroke entire life changed by the traumatic event, having
Rehabilitation an activity to look forward during their day is
valuable, in particular when this also concerns their Merel Meekes, University of Twente, 2017 recovery [6]. What participants then need to be provided Introduction with is an experience tailored to their needs. Not Serious games for stroke rehabilitation have every commercially available game is appropriate, multiple aspects that can make the patient’s but there are game design principles that perfectly experience with the recovery a lot better. It is no correlate to the needs of this target group. The secret that after serious injury the road to recovery importance of making meaningful decisions in can be very long and hard. Stroke patients may personal empowerment and feeling of purpose have to regain control of entire limbs and learn how during the game has been used for years in to walk again. This is a slow and sometimes painful commercial games. Trials have shown that for process that can leave the patient scarred for life, stroke patients this strongly carries on and patients even despite a full recovery. The psychological playing games with these qualities appreciate them stress of disability and the processes of their [7]. This empowerment also is achieved by revalidation can result in a loss of confidence and a overcoming challenge. Many modern games have downward spiral that can affect patients’ eventual received praise for having a very high difficulty function in in society [12]. and not taking pity on the player, as this increases Serious Gaming is proving itself to be a tool satisfaction when progressing. This is different for that can both facilitate the physical therapy and rehabilitation games. The people playing these support an environment that is cognitively games are playing to improve an ability that they stimulating. With modern techniques it is possible are confronted with in daily life on a regular basis. to alleviate some of the burden of this process and Getting stumped on an activity is therefore highly there are many fine specialists that can help people demotivating and confrontational. That is not to say recover in ways that do not just focus on physical that rehabilitation games should have very low rehabilitation, but also mental support [13]. difficulty, but ability must be the limiting factor in Therefore it seems useful to collect various the difficulty [1]. This balance of allowing successful aspects of these applications difficulty to be led by ability allows for a game that Hence, this paper aims to give an overview of can take players to their limit, but not continuously what methods and applications in the field of confront them with their disability. serious gaming for rehabilitation of stroke patients In light of the previous point it is possible to have shown success. This will be done by recognise that feedback on their performance seems analysing several topical papers and examining to be very encouraging to the players. Positive their view on the improvement of enjoyment for feedback, which means awarding points for hitting patients, the facilitation of exercises and their targets or hearing audio cues when having solved a coverage of the cognitive restraints that may exist puzzle, appears to be a very appropriate approach in stroke patients. Finally the added benefit of for stroke patients as it is not very confrontational Virtual reality will be briefly discussed. [2]. Contradictory however is the fact that cooperative play was a highly appreciated feature Enjoyment in several instances of previous research [4], but Key to making a serious game for stroke different from artificial enemies, human opponents rehabilitation enjoyable for the patients is balancing can also draw out the very best of people and be a the different elements that come into play when great source of encouragement. Whereas this is an balancing play, where the greatest focus can be put interesting opportunity in games and even in on providing positive feedback, stimulus rehabilitation games, it has a strong focus on management and setting the difficulty level just extrinsic motivation. In rehabilitation intrinsic right. The enjoyment of a game can be very motivation is assumed, but may be an equally beneficial in enhancing engagement with the game, viable opportunity. That assumption can be backed allowing the users to focus better on the task they up by patient’s appreciation of good story and are presented with [1]. Especially for people companion characters [9]. While increasing recovering from a stroke, who have just seen their extrinsic motivation with positive feedback and most difficult situations for those recovering from cooperative play is definitely a viable option, stroke [9]. So while not proven beneficial, the intrinsic motivation, such as curiosity through story research addressed in [3] judged there to be room exploration, should definitely not be dismissed. for improvement. A lot of the points where serious gaming can really provide an addition there was Facilitation little research done to check work, which is a While a serious game is not capable of making the waste. In particular the separation of activities and exercises a patient has to perform easier, it can handling of real life objects in virtual space, appear support execution of the motions by creating an to be very promising areas of study in serious environment that helps the patients understand their games facilitation rehabilitation for stroke patients. movement better. No statistically significant improvements to the rehabilitation therapy have Concentration been made by serious games thus far, but it has The concentration problems, that are common been confirmed that there are no drawbacks to the among people recovering from a stroke, can be use of serious games to replace part of the overcome with various techniques that are largely repetitive exercises [3]. The benefits of serious ado with limitation of stimuli. For example, gaming therefore need to be found in other areas presenting the player with a cognitive challenge such as the enjoyment. There are, however, can cause engagement with the game to spike [5]. elements that can be applied in game that make it However, it should be kept in mind that while easier to connect the actions in game to the actions dealing with concentration problems this would out of the game, which is particularly important in probably be best kept to separate challenges and virtual reality, which will be addressed later. The not an overarching presence. This is similar for amount of feedback that a serious game can give on audio-visual cues that can be utilised to direct the execution of the exercises supports a more attention in the game very strongly [9]. In small direct and independent understanding of the amounts, this, in combination with clear goals, exercise [2]. This allows for less direct involvement support engagement and attention of the players from a physician and a greater understanding from [6]. There is however a delicate balance, as the patient in general. So, while not making the overstimulation is a very real threat that can cause a actions of the patients easier, the environment they great deal of trouble to the player. Fortunately perform it in can definitely facilitate the stimuli and attention can be guided by assuring rehabilitation process through encouragement or only one cue can occur at a time and setting a time greater independence. delay between cues. The virtual space itself can also be a great The design of the game in general is support by allowing a patient to experiment with crucial to get right to allow the player to be able to physics or their limbs inside this safe space and concentrate on the game at all. Proper cues, later translating that to real space. The advantage of challenges, pacing and feedback are necessary to be the usage of a virtual space here is the fact that able to keep the user engaged [7]. If you make a there is no need for real physical objects to interact gaming session to long and the user might get with. Controllers are often lighter and easier to hold over-exhausted, which will negatively influence than the real object patients are required to handle. their experience with the game. Pacing is crucial in The use of physics engines in serious games allows games in general, but for someone recovering from players to interact with the physicality of the object a stroke the pressure of time can overly confront in virtual space without the required strength and them with the fact they might find a task hard. In dexterity for handling the specific object. And the design there are many elements to balance proper use of physics engines in a simulated which will all be reflected in the perceived environment allows for easier translation from the difficulty. The perceived difficulty should present a virtual environment to the real plane [10]. This all challenge that might seem hard, but can be makes virtual reality and serious gaming a very overcome with present abilities. With overcoming safe space. Especially when the game and space challenges the player can build their designers have utilised the ability to separate self-confidence and familiarity with the different cognitive and physical task, which pose often the actions they used to be able to perform easily. Having this confidence and familiarity makes it It was possible to extract several aspects in serious easier to immerse into the game and can help the games that can be applied to improve rehabilitation execution of tasks and general ability to for stroke patients. All three sub questions could be concentrate on the game [11]. Building that answered with the point of discussion that although self-confidence is one of the most wonderful things useful this list is based of articles that have been about serious game. After having undergone such concluded to not be statistically significant and trauma the psychological effects can be very great. therefore need further research to get further That a simple well designed video game played a confirmation. There are definitely serious game few times a day can be so instrumental in returning designs that have been tested on various forms of a bit of oneself, is a most wonderful thing. the target group of stroke patients, but the projects so far seem very scattered and do not have a focus Virtual Reality on one of the categories analysed. Whereas Virtual reality has been mentioned previously and enjoyment of rehabilitation games has been a has the potential of becoming the next generation largely researched areas with a few interesting safe environment for recovery training because of elements popping up, the games were very similar its immense adaptability within a small space. and very strongly focused on masking the Serious games have shown to be something people exercises. The games could not make exercises are interested in, but virtual reality can add easier for those playing them. There are a few game motivation, engagement and performance due to design standpoints that have been identified to be immersion in virtual reality [1]. In particular real detrimental for stroke patients, however, which is life scenarios have proven to be excellent very valuable information. With this information, it motivators as people can find their confidence in is possible to assure minimum discomfort when the virtual space and prove it in real space. The designing a new game. Overcoming concentration environment can be fully controlled and any problems seems to have been a slight afterthought situation could be simulated under the supervision in most instances. It could be very much worth it to of a physician. This also extends beyond the reach explore possibilities in this area, especially with the of conventional situations where various challenges connection between engagement and enjoyment. can be presented to allow patients to try something Finally, virtual reality as presently available in out in the virtual space before taking their modern technologies could be explored to far newfound knowledge or skill into the real space. greater depths. This one to one relatedness of virtual space to With present information a framework real space can also be a great aid in movement and could be set up to outline restrictions for a game limb awareness for those recovering from stroke designer to work in, not being fully briefed on the [10]. Feedback on movement, exercises and main issues that arise when dealing with stroke position can be given directly mapped onto the arm patients. The following list of usable game design that can be simulated in virtual space. This tracking aspects can be concluded: of the limb can increase control and awareness of ● Games should provide challenge how the body can and cannot yet move [7], which ● Games shouldn’t confront patients with is vital to the recovery process. Whereas it has not their limitations been proven to have direct consequences [3], the ● Games should empower the player absence of contrary evidence and large studies ● Games can support experimentation from game design orientation may suggest an ● Games can give direct movement unexplored area in recovery support from virtual feedback space. So while being very careful to consider the ● Games should properly distribute impulses safety of the patients the increased limb awareness ● Games should be designed linearly. that can be provided by virtual reality is a strong This framework would not be complete and it contender to explore in rehabilitation of stroke would need an attending physician’s approval. patients. However, it could certainly be worth exploring other restrictions on serious games for Conclusion rehabilitation as it could open up the way into commercial domain for gaming and invite new visions on helping recovery. Future research should [10] M. Ma et al. 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