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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. "Adaptive virtual reality games
certainly focus on confirming a lot of the for rehabilitation of motor disorders." ​International
indications that can be found in many papers so Conference on Universal Access in
that a scientific base can be created for Human-Computer Interaction​. Springer Berlin
rehabilitation games. Serious games are a viable Heidelberg, 2007.
option to improve rehabilitation for stroke patients [11] M. Ma and K. Bechkoum. "Serious games for
by not addressing the difficult task that can’t be movement therapy after stroke." ​Systems, Man and
changed, but by creating a stimulating, safe and Cybernetics, 2008. SMC 2008. IEEE International
encouraging environment that allows them to reach Conference on​. IEEE, 2008.
the limits of their ability and enjoy every small [12] C. J. Parker, J. R. F. Gladman, and A. E. R.
victory. Drummond. "The role of leisure in stroke
rehabilitation." ​Disability and Rehabilitation 19.1
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