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)


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.


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


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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

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