10.1145/2656719.2656730acmconferencesArticle/Chapter ViewAbstractPublication PagesmmConference Proceedingsconference-collections
research-article

Serious Games in Neurorehabilitation: A Systematic Review of Recent Evidence

Online:07 November 2014Publication History

ABSTRACT

Serious Games (SG) have been conceptualized for various target groups (particularly stroke) in neurorehabilitation. SG claim to be effective at two levels: achieving the serious goal (effectiveness) and eliciting game experience (attractiveness). A systematic review of recent studies (4 RCT and 30 further studies) retrieved from four data bases (PubMed, Google scholar, IEEE, and ACM) was performed addressing two main issues: (1) applied game technologies and (2) the effectiveness and attractiveness of rehabilitation games. The study reveals heterogeneous features of the studies concerning game technology, target group, duration and volume of intervention, and outcome variables. The outcomes concerning functional improvement and attitude are sparsely documented and show a positive tendency. However, the evidence is not yet convincing. In the future, more studies with improved methods are needed to substantiate the evidence.

References

  1. Andrade, K. de O., Fernandes, G., Martins, J., Roma, V., Joaquim, R. C., and Caurin, G. A. P. 2013. Rehabilitation robotics and serious games: An initial architecture for simultaneous players. In Biosignals and Biorobotics Conference (BRC), 2013 ISSNIP, IEEE, New York, NY, 1--6.Google ScholarGoogle Scholar
  2. Ávila-Sansores, S., Orihuela-Espina, F., and Enrique-Sucar, L. 2013. Patient tailored virtual rehabilitation. In Converging Clinical and Engineering Research on Neurorehabilitation. Springer, Berlin, 879--883.Google ScholarGoogle Scholar
  3. Bhattacharya, S., Joshi, C., Lahiri, U., and Chauhan, A. 2013. A step towards developing a virtual reality based rehabilitation system for individuals with post-stroke forearm movement disorders. In Control, Automation, Robotics and Embedded Systems (CARE), 2013 International Conference on. IEEE, New York, NY, 1--6.Google ScholarGoogle Scholar
  4. Borghese, N.A., Pirovano, M., Lanzi, P. L., Wüest, S., and de Bruin, E. D. 2013. Computational intelligence and game design for effective at-home stroke rehabilitation. Games for Health: Research, Development, and Clinical Applications 2 (2), 81--88.Google ScholarGoogle ScholarCross RefCross Ref
  5. Brockmyer, J. H., Fox, C. M., Curtiss, K. A., McBroom, E., Burkhart, K. M., and Pidruzny, J. N. 2009. The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing. Journal of Experimental Social Psychology 45, 624--634.Google ScholarGoogle ScholarCross RefCross Ref
  6. Brokaw, E. B., and Brewer, B. R. 2013. Development of the home arm movement stroke training environment for rehabilitation (HAMSTER) and evaluation by clinicians. In Virtual, Augmented and Mixed Reality. Systems and Applications. Springer, Berlin, 22--31.Google ScholarGoogle Scholar
  7. Crocher, V., Hur, P., and Seo, N. J. 2013. Low-cost virtual rehabilitation games: House of quality to meet patient expectations. In Virtual Rehabilitation (ICVR), 2013 International Conference on. IEEE, New York, NY, 94--100.Google ScholarGoogle Scholar
  8. Davies, T. C., Vinumon, T., Taylor, L., and Parsons, J. 2014. Let's kinect to increase balance and coordination of older people: Pilot testing of a balloon catching game. Avestia Publishing International Journal of Virtual Worlds and Human-Computer Interaction 2 (1), 37--46.Google ScholarGoogle Scholar
  9. Dukes, P. S., Hayes, A., Hodges, L. F., and Woodbury, M. 2013. Punching ducks for post-stroke neurorehabilitation: System design and initial exploratory feasibility study. In 3D User Interfaces (3DUI), 2013 IEEE Symposium on. IEEE, New York, NY, 47--54.Google ScholarGoogle Scholar
  10. Erazo, O., Pino, J. A., Pino, R., Asenjo, A., and Fernández, C. 2014. Magic mirror for neurorehabilitation of people with upper limb dysfunction using kinect. In System Sciences (HICSS), 2014 47th Hawaii International Conference on. IEEE, New York, NY, 2607--2615. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. García-Rudolph, A. and Gibert, K. 2014. A data mining approach to identify cognitive neurorehabilitation range in traumatic brain injury patients. Expert Systems with Applications 41, 5238--5251.Google ScholarGoogle ScholarCross RefCross Ref
  12. Gil-Gómez, J. A., Lloréns, R., Alcañiz, M., and Colomer, C. 2011. Effectiveness of a Wii balance board-based system (EBAVIR) for balance rehabilitation: A pilot randomized clinical trial in patients with acquired brain injury. Journal of neuroengineering and rehabilitation 8 (1), 30.Google ScholarGoogle ScholarCross RefCross Ref
  13. Gonçalves, A. C. B., Siqueira, A. A., dos Santos, W. M., Consoni, L. J., do Amaral, L. M., and de OB Franzolin, S. 2013. Development and evaluation of a robotic platform for rehabilitation of ankle movements. In Proceedings of 22nd International Congress of Mechanical Engineering (COBEM 2013) November 3--7, 2013, Ribeirão Preto, SP, Brazil. ABCM, Rio de Janeiro, Brazil, 8291--8298.Google ScholarGoogle Scholar
  14. Hocine, N. 2014. Adaptation in serious games for motor rehabilitation. PhD thesis, University of Montpellier.Google ScholarGoogle Scholar
  15. Jaume-i-Capo, A., Martinez-Bueso, P., Moya-Alcover, B., and Varona, J. 2014. Interactive rehabilitation system for improvement of balance therapies in people with cerebral palsy. IEEE transactions on neural systems and rehabilitation engineering 22 (2), 419--427.Google ScholarGoogle Scholar
  16. Kafri, M., Myslinski, M. J., Gade, V. K., and Deutsch, J. E. 2014. Energy expenditure and exercise intensity of interactive video gaming in individuals poststroke. Neurorehabilitation and neural repair 28 (1), 56--65.Google ScholarGoogle Scholar
  17. Kim, E. K., Kang, J. H., Park, J. S., and Jung, B. H. 2012. Clinical feasibility of interactive commercial Nintendo gaming for chronic stroke rehabilitation. Journal of Physical Therapy Science 24 (9), 901--903.Google ScholarGoogle ScholarCross RefCross Ref
  18. Kizony, R., Weiss, P. L., Feldman, Y., Shani, M., Elion, O., Harel, S., and Baum-Cohen, I. 2013. Evaluation of a tele-health system for upper extremity stroke rehabilitation. In Virtual Rehabilitation (ICVR), 2013 International Conference on. IEEE, New York, NY, 80--86.Google ScholarGoogle Scholar
  19. Labruyère, R., Gerber, C. N., Birrer-Brütsch, K., Meyer-Heim, A., and van Hedel, H. J. 2013. Requirements for and impact of a serious game for neuro-pediatric robot-assisted gait training. Research in developmental disabilities 34 (11), 3906--3915.Google ScholarGoogle Scholar
  20. Liberati, A., Altman, D. G., Tetzlaff, J., Mulrow, C., Gøtzsche, P. C., Ioannidis, J. P., Clarke, M., P.J. Devereaux, P.J., Kleijnen, J., and Moher, D. 2009. The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate health care interventions: Explanation and elaboration. Annals of internal medicine 151 (4), W-65 - W-94.Google ScholarGoogle ScholarCross RefCross Ref
  21. Lohse, K. R., Hilderman, C. G., Cheung, K.L., Tatla, S., and van der Loos, H. M. 2014. Virtual reality therapy for adults post-stroke: A systematic review and meta-analysis exploring virtual environments and commercial games in therapy. PloSone 9 (3): e93318.Google ScholarGoogle ScholarCross RefCross Ref
  22. Luna-Oliva, L., Ortiz-Gutiérrez, R., Cano-de la Cuerda, R., Piédrola, R. M., Alguacil-Diego, I. M., and Sánchez-Camarero, C. 2013. Evaluation of the use of a virtual reality video-game system as a supplement for rehabilitation of children with cerebral palsy. In Converging Clinical and Engineering Research on Neurorehabilitation . Springer, Berlin, 873--877.Google ScholarGoogle Scholar
  23. Maier, M., Ballester, B. R., Duarte, E., Duff, A., and Verschure, P. F. 2014. Social integration of stroke patients through the multiplayer rehabilitation gaming system. In Göbel, S. and Wiemeyer, J. (eds.), Games for Training, Education, Health and Sports. Springer, Cham, 100--114.Google ScholarGoogle Scholar
  24. Mainetti, R., Sedda, A., Ronchetti, M., Bottini, G., and Borghese, N. A. 2013. Duckneglect: Video-games based neglect rehabilitation. Technol Health Care 2(2), 97--111. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Moya, S., Grau, S., and Tost, D. (2013). The wise cursor: Assisted selection in 3D serious games. The Visual Computer 29 (6--8), 795--804. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Ortiz-Gutiérrez, R., Cano-de-la-Cuerda, R., Galán-del-Río, F., Alguacil-Diego, I. M., Palacios-Ceña, D., and Miangolarra-Page, J. C. 2013. A telerehabilitation program improves postural control in multiple sclerosis patients: A spanish preliminary study. International journal of environmental research and public health 10 (11), 5697--5710.Google ScholarGoogle Scholar
  27. Parafita, R., Pires, G., Nunes, U., and Castelo-Branco, M. 2013. A spacecraft game controlled with a brain-computer interface using SSVEP with phase tagging. In Serious Games and Applications for Health (SeGAH), 2013 IEEE 2nd International Conference on. IEEE, New York, NY, 1--6.Google ScholarGoogle Scholar
  28. Perry, J. C., Andureu, J., Cavallaro, F. I., Veneman, J., Carmien, S., and Keller, T. 2011. Effective game use in neurorehabilitation: User-centered perspectives. In Felicia, P. (ed.), Handbook of research on improving learning and motivation through educational games: Multidisciplinary approaches. IGI Global, Heshey, PA, 683--725.Google ScholarGoogle Scholar
  29. Perry, J. C., Rodriguez-de-Pablo, C., Cavallaro, F. I., Belloso, A., and Keller, T. 2013. Assessment and training in home-based telerehabilitation of arm mobility impairment. Journal of Accessibility and Design for All 3(2), 44--75.Google ScholarGoogle Scholar
  30. Perry J. C., Zabaleta, H., Belloso, A., Rodríguez-de-Pablo, C., Cavallaro, F. I., and Keller, T. 2013. ArmAssist: An integrated solution for telerehabilitation of post-stroke arm impairment. In Converging Clinical and Engineering Research on Neurorehabilitation. Springer, Berlin, 951--955.Google ScholarGoogle Scholar
  31. Pietrzak, E., Pullman, S., and McGuire, A. 2014. Using virtual reality and videogames for traumatic brain injury rehabilitation: A structured literature review. Games for Health Journal 3 (4), 202--214.Google ScholarGoogle ScholarCross RefCross Ref
  32. Poels, K., de Kort, Y.A.W., and IJsselsteijn, W.A. 2008. FUGA - The fun of gaming: Measuring the human experience of media enjoyment. Deliverable D3.3: Game Experience Questionnaire. TU Eindhoven, Eindhoven, The Netherlands.Google ScholarGoogle Scholar
  33. Portugal, A. M., Ferreira, D. S., Reis, J. S., Pinho, F., and Dias N. S. 2013. Cognitive intervention protocol for age-related memory impairments. In Serious Games and Applications for Health (SeGAH), 2013 IEEE 2nd International Conference on. IEEE, New York, NY, 1--6.Google ScholarGoogle Scholar
  34. Ruiz-Ruano, J. A., Perry, J. C., Rodríguez-de-Pablo, C., and Keller, T. 2013. Telereha: online/offline web platform for telerehabilitation of post-stroke arm impairment. In Converging Clinical and Engineering Research on Neurorehabilitation. Springer, Berlin, 991--995.Google ScholarGoogle Scholar
  35. Siqueira, A. A., Michmizos, K. P., and Krebs, H. I. 2013. Development of a robotic system for bilateral telerehabilitation. In Proceedings of 22nd International Congress of Mechanical Engineering (COBEM 2013) November 3--7, 2013, Ribeirão Preto, SP, Brazil. ABCM, Rio de Janeiro, Brazil, 8427--8436.Google ScholarGoogle Scholar
  36. Saposnik, G.and Levin, M. 2011. Virtual reality in stroke rehabilitation: A meta-analysis and implications for clinicians. Stroke 42 (5), 1380--1386.Google ScholarGoogle Scholar
  37. Saposnik, G., Teasell, R., Mamdani, M., Hall, J., McIlroy, W., Cheung, D., Thorpe, K.E., Cohen, L.G., and Bayley, M. 2010. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: A pilot randomized clinical trial and proof of principle. Stroke 41(7), 1477--1484.Google ScholarGoogle Scholar
  38. Sucar, L., Orihuela-Espina, F., Velazquez, R., Reinkensmeyer, D., Leder, R., and Hernandez Franco, J. 2014. Gesture therapy: An upper limb virtual reality-based motor rehabilitation platform. IEEE Transactions on Neural Systems and Rehabilitation Engineering 22 (3), 634--643.Google ScholarGoogle ScholarCross RefCross Ref
  39. Vandermaesen, M., De Weyer, T., Coninx, K., Luyten, K., and Geers, R. 2013. Liftacube: A prototype for pervasive rehabilitation in a residential setting. In Proceedings of the 6th International Conference on Pervasive Technologies Related to Assistive Environments. ACM, New York, NY, 19--26. Google ScholarGoogle ScholarDigital LibraryDigital Library
  40. Vicario Méndez, A. 2013. The effects of Nintendo Wii on the postural control of patients affected by acquired brain injury: A pilot study. Journal of Accessibility and Design for All 3 (2), 44--75.Google ScholarGoogle Scholar
  41. Vourvopoulos, A., Faria, A. L., Cameirao, M. S., and Bermudez i Badia, S. 2013. RehabNet: A distributed architecture for motor and cognitive neuro-rehabilitation. In e-Health Networking, Applications & Services (Healthcom), 2013 IEEE 15th International Conference on. IEEE, New York, NY, 454--459.Google ScholarGoogle Scholar
  42. Webster, D. and Celik, O. 2014. Experimental evaluation of Microsoft Kinect's accuracy and capture rate for stroke rehabilitation applications. In Haptics Symposium (HAPTICS), 2014. IEEE, New York, NY, 455--460.Google ScholarGoogle Scholar
  43. Yavuzer, G., Senel, A., Atay, M. B., and Stam, H. J. 2008. Playstation eyetoy games improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial. European journal of physical and rehabilitation medicine 44 (3), 237--244.Google ScholarGoogle Scholar

Index Terms

  1. Serious Games in Neurorehabilitation: A Systematic Review of Recent Evidence

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader
      About Cookies On This Site

      We use cookies to ensure that we give you the best experience on our website.

      Learn more

      Got it!