Advertisement

Encouraging Brain Injury Rehabilitation through Ludic Engagement

  • Rachel McCrindle
  • Stephen Simmons
  • Richard Case
  • Malcolm Sperrin
  • Andy Smith
  • Carol Lock
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 8515)

Abstract

Whilst in hospital immediately following a stroke or other acquired brain injury, patients receive, and engage in, a structured, concentrated and supervised programme of rehabilitation. However, once they leave hospital patients frequently fail to engage in the rehabilitation exercises provided for them. This paper describes how the Microsoft Kinect sensor has been used with computer games to engage patients with their rehabilitation following stroke and other brain trauma injuries. Initially off-the-shelf games were used, the ludic nature of the games, masking the treatment element of the exercises. However, whilst this approach was a great success in terms of patient engagement it was found that off-the-shelf games were frequently too fast or too complex for some patients to play and set-up due to the extent of their brain traumas. To address these issues, a system, PURR (Prescription Software for Use in Recovery and Rehabilitation), has been developed that uses the same ludic principles to enagage patients whilst allowing games to be tailored to a patients condition, requirements and interests.

Keywords

Ludic engagement Kinect brain trauma stroke recovery and rehabilitation case study personalization usability 

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Headway, About Brain Injury (2014), https://www.headway.org.uk/About-Brain-Injury.aspx
  2. 2.
    Headway, Brain Injury Statistics (2014), https://www.headway.org.uk/key-facts-and-statistics.aspx
  3. 3.
    Brain Injury Association of America, Brain Injury Facts (2014), http://www.biausa.org/LiteratureRetrieve.aspx?ID=104992
  4. 4.
    McCallum, S.: Gamification and Serious Games for Personalilised Health. In: Blobel, B., et al. (eds.) pHealth 2012, pp. 85–95. IOS Press (2012)Google Scholar
  5. 5.
    Sawyer, B.: From Cells to Cell Processors: The Integration of Health and Video Games. IEEE Computer Graphics and Applications 28(6), 83–85 (2008)CrossRefGoogle Scholar
  6. 6.
    Peterson Brooks, E.: Non-formal Learning through Ludic Engagement within Interactive Environments. Doctoral Thesis, Malmo University Electronic Publishing (2006), http://dspace.mah.se/handle/2043/7970
  7. 7.
    Lindley, C.A.: Ludic Engagement and Immersion as a Generic Paradigm for Human-Computer Interaction Design. In: Rauterberg, M. (ed.) ICEC 2004. LNCS, vol. 3166, pp. 3–13. Springer, Heidelberg (2004)CrossRefGoogle Scholar
  8. 8.
    Gaver, W.W., Boucher, A., Bowers, B., et al.: The Drift Table: Designing for Ludic Engagement. In: CHI 2004, April 24-29. ACM 1-58113-703-6/04/0004, Vienna (2004)Google Scholar
  9. 9.
  10. 10.
    Sony, PlayStationMove, Motion Controller, http://uk.playstation.com/psmove/
  11. 11.
    Microsoft, Kinect for Xbox, http://www.xbox.com/en-GB/Kinect
  12. 12.
    Broeren, J., Jalminger, J., Johansson, L.-Å., Parmerud, A., Pareto, L., Rydmark, M.: Information and communication technology - a person-centered approach to stroke care. In: Proc. 9th Intl Conf. Disability, Virtual Reality & Associated Technologies, Laval, France (2012)Google Scholar
  13. 13.
    Chang, Y.-J., Chen, S.-F., Huang, J.-D.: A Kinect-based system for physical rehabilitation: a pilot study for young adults with motor disabilities. J. Research in Developmental Disabilities 32(6), 2566–2570 (2011)CrossRefGoogle Scholar
  14. 14.
    Lange, B., Chang, C.Y., Suma, E., Newman, B., Rizzo, A.S., Bolas, M.: Development and evaluation of low cost game-based balance rehabilitation tool using the Microsoft Kinect sensor. In: Proc. IEEE Conf. Eng. Med. Biol. Soc., pp. 2011:1831–2011:1834 (2011)Google Scholar
  15. 15.
    Shires, L., Battersby, S., Lewis, J., Brown, D., Sherkat, N., Standen, P.: Enhancing the tracking capabilities of the Microsoft Kinect for Stroke Rehabilitation. In: IEEE 2nd International Serious Games and Applications for Health (SeGAH), Portugal, pp. 1–8 (May 2013)Google Scholar
  16. 16.
    Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From Game Design Elements to gamefulness: Defining “Gamification”. In: MindTrex 2011, Tampere, Finland (September 28030, 2011)Google Scholar
  17. 17.
    Microsoft, Kinect Effect – Rehabilitating with Kinect | Royal Berkshire Hospital, England, XboxViewTV, http://www.youtube.com/watch?v=5sv3nKPeM9g
  18. 18.
    Simmons, S., McCrindle, R., Sperrin, M., Smith, A.: Prescription Software for Recovery and Rehabilitation using Microsoft Kinect. In: Proc. 7th International Conference on Pervasive Computing Technologies for Healthcare (Pervasive Health), Venice, pp. 323–326 (May 2013)Google Scholar

Copyright information

© Springer International Publishing Switzerland 2014

Authors and Affiliations

  • Rachel McCrindle
    • 1
  • Stephen Simmons
    • 1
  • Richard Case
    • 1
  • Malcolm Sperrin
    • 2
  • Andy Smith
    • 3
  • Carol Lock
    • 4
  1. 1.School of Systems EngineeringUniversity of ReadingReadingUK
  2. 2.Department of Medical PhysicsRoyal Berkshire HospitalBerkshireUK
  3. 3.Department of Clinical EngineeringRoyal Berkshire HospitalBerkshireUK
  4. 4.Headway Brain Injury AssociationThames ValleyUK

Personalised recommendations