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Video Games in Stroke Rehabilitation

Date post: 22-Nov-2014
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The article was printed in the Stroke Association’s free quarterly publication “Stroke Matters“, and is a discussion of the potential benefits of using video games in stroke rehabilitation. Many thanks to the publication for giving me the opportunity to write an article for them and also for kindly allowing me to publish the article on my blog and SlideShare.
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ABOVE Games using low-cost technology have exciting potential for effective home-based rehabilitation Video games i n stroke rehabilitation James Burke, PhD Candidate in Game Development for Post-stroke Rehabilitation, University of Ulster In recent years, researchers have started looking at the potential benefits of using video games in stroke rehabilitation. Technology and games can offer a novel. safe and customisable training environment which can maintain engagement levels and boost patient motivation. Systems typically comprise rehabilitation gaming software with an input device (e.g. joystick, motion-sensing camera. data-gloves, electromagnetic sensors), an output device (e.g. monitor. projector. head-mounted display) and a computer. In addition to custom-built systems, commercial gaming consoles such as the Nintendo Wii have also been used in stroke rehabilitation studies. The games used in these systems emphasise repetitive movements similar to those performed in traditional therapy. such as reach. grasp, manipulation and release for upper-limb rehabilitation. These games are often simple and easy to play. This is important since a person with stroke may not have played a video game before or may have STROKE MATTERS lSSUE 6 FFRUARY 2010 cognitive impairments. Well- designed games are also easily configured, allowing people with varying degrees of impaired movements to engage effectively in the rehabilitation process. Good game design allows repetitive movements to be presented in a more challenging and rewarding way than is possible with traditional therapy. For example, reach actions could translate to a game where players are required to touch one target object (of many objects) on the screen. To introduce an aspect of challenge the target object could be 'active' for only a few seconds before a new target is selected. One of the advantages of this approach is that all the game elements can be programmed to change. For example, the size of the objects and the length of time they stay 'active' can be changed STROKE MATTERS ISSUE 6 FEBRIJARY 2010 to accommodate a variety of player abilities. These systems are not designed with the intention of replacing traditional therapy; rather they are designed to be used in addition to therapy. Therapists will still be required to assess patients and perhaps recommend particular games. Therapist involvement to monitor progress and set new challenges will also be necessary. Should such systems be available in hospital stroke units, for example, It might be possible that newly diagnosed stroke patients can engage in useful and stimulating therapy when their therapists are working with other patients. There is also great interest in evaluating the technology for home use as this could lead to patients being able to play rehabilitation games outside of their therapy sessions. The cost of systems varies depending on the technology used. Expensive systems such as those which use virtual reality technology can cost over £10,000 and may only be sutable in a clinical setting. However, emphasis is increasingly being placed on creating viable home rehabilitation by using off-the-shelf technology such as low-cost webcams or haptic joysticks. Although large studies looking at the effectiveness of such technology solutions have yet to be carried out in the UK it is likely that we will see projects coming forward for health technology assessment by UK agencies in the near future. There have been many studies investigating the use of technology in stroke rehabilitation therapy. A review of the field by Cameirao et al1 confirms that technology can have a positive effect on stroke rehabilitation, with many studies showing improved motor function recovery. There have been few studies investigating the use of video games in stroke rehabilitation; however,feedback from initial studies has been positive - people with stroke do find these rehabilitation games enjoyable and motivational.2 _ References 1 Monca S Cameirao. Sergi Bermidez i Badia; Paul F. M. J. Verschure.Virtual Reality Based Upper Extretremity Rehabilitation following Stroke: a Review. Joumal of CyberTherapy & Rehabilitation, Vol 1 Issue 1, Spring 2008 2 James W. Burke, Michael D. J. McNeill, Darryl K. Charles, Philip J. Morrow, Jacqui H. Crosbie, Suzanne M. McDonough, 'Optimising engagement for stroke rehabilitation using serious games', The Visual Computer, Vol 25,Issue 12. p1085-1099.
Transcript
Page 1: Video Games in Stroke Rehabilitation

ABOVE Games using low-cost technology have exciting potential for effectivehome-based rehabilitation

Videogames instrokerehabilitationJames Burke, PhD Candidatein Game Development forPost-stroke Rehabilitation,University of Ulster

In recent years, researchershave started looking at thepotential benefits of usingvideo games in strokerehabilitation.

Technology and games canoffer a novel. safe andcustomisable training environmentwhich can maintain engagementlevels and boost patientmotivation. Systems typicallycomprise rehabilitation gamingsoftware with an input device(e.g. joystick, motion-sensingcamera. data-gloves,electromagnetic sensors), anoutput device (e.g. monitor.projector. head-mounted display)and a computer. In addition tocustom-built systems, commercialgaming consoles such as theNintendo Wii have also been usedin stroke rehabilitation studies.

The games used in thesesystems emphasise repetitivemovements similar to thoseperformed in traditional therapy.such as reach. grasp, manipulationand release for upper-limbrehabilitation. These games areoften simple and easy to play. Thisis important since a person withstroke may not have played avideo game before or may have

STROKE MATTERS lSSUE 6 FFRUARY 2010

cognitive impairments. Well-designed games are also easilyconfigured, allowing people withvarying degrees of impairedmovements to engage effectivelyin the rehabilitation process.

Good game design allowsrepetitive movements to bepresented in a more challengingand rewarding way than is possiblewith traditional therapy. Forexample, reach actions couldtranslate to a game where playersare required to touch one targetobject (of many objects) on thescreen. To introduce an aspect ofchallenge the target object couldbe 'active' for only a few secondsbefore a new target is selected.One of the advantages of thisapproach is that all the gameelements can be programmed tochange. For example, the size ofthe objects and the length of timethey stay 'active' can be changed

STROKE MATTERS ISSUE 6 FEBRIJARY 2010

to accommodate a variety of playerabilities.

These systems are not designedwith the intention of replacingtraditional therapy; rather they aredesigned to be used in addition totherapy. Therapists will still berequired to assess patients andperhaps recommend particulargames. Therapist involvement tomonitor progress and set newchallenges will also be necessary.Should such systems be availablein hospital stroke units, forexample, It might be possible thatnewly diagnosed stroke patientscan engage in useful andstimulating therapy when theirtherapists are working with otherpatients. There is also great interestin evaluating the technology forhome use as this could lead topatients being able to playrehabilitation games outside oftheir therapy sessions.

The cost of systems variesdepending on the technologyused. Expensive systems such asthose which use virtual realitytechnology can cost over £10,000and may only be sutable in aclinical setting. However,emphasis is increasingly beingplaced on creating viable homerehabilitation by using off-the-shelftechnology such as low-costwebcams or haptic joysticks.Although large studies looking atthe effectiveness of suchtechnology solutions have yet tobe carried out in the UK it is likelythat we will see projects comingforward for health technologyassessment by UK agencies in thenear future.

There have been many studiesinvestigating the use oftechnology in stroke rehabilitationtherapy. A review of the field byCameirao et al1 confirms thattechnology can have a positiveeffect on stroke rehabilitation, withmany studies showing improvedmotor function recovery. Therehave been few studiesinvestigating the use of videogames in stroke rehabilitation;however,feedback from initialstudies has been positive -people with stroke do find theserehabilitation games enjoyableand motivational.2 _

References1 Monca S Cameirao. Sergi Bermidez iBadia; Paul F. M. J. Verschure.Virtual RealityBased Upper Extretremity Rehabilitationfollowing Stroke: a Review. Joumal ofCyberTherapy & Rehabilitation, Vol 1 Issue 1,Spring 2008

2 James W. Burke, Michael D. J. McNeill,Darryl K. Charles, Philip J. Morrow, Jacqui H.Crosbie, Suzanne M. McDonough,'Optimising engagement for strokerehabilitation using serious games', The VisualComputer, Vol 25,Issue 12. p1085-1099.~2009

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