Abstract
Robot-assisted rehabilitation has been shown to effectively improve the sequelae and restore function for neurological patients. However, repetitive exercise in long-term therapy may cause a lack of interest and demotivation decreasing the therapy success. Serious games in the rehabilitation field have emerged as a promising approach by including an entertainment component during cognitive and motor skill learning. These interactive strategies improve the user–device interaction generating an active commitment during the therapy and contributing to the neuroplasticity induction. Well-designed game mechanics and audiovisual feedback strategies are relevant to provide a pleasant experience and augment patient engagement and adherence. In this sense, this chapter defines serious games and describes the design principles for their implementation in assistance therapy. Besides, it provides evidence about in-game strategies in lower-limb rehabilitation and introduces a serious game prototype for ankle rehabilitation after stroke with a variable stiffness exoskeleton.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
N. Bejarano, S. Maggioni, L. De Rijcke, C. Cifuentes, D. Reinkensmeyer, Robot-Assisted Rehabilitation Therapy: Recovery Mechanisms and Their Implications for Machine Design. Biosystems & Biorobotics (Springer, Berlin, 2016), pp. 197–223
J. Laut, M. Porfiri, P. Raghavan, The present and future of robotic technology in rehabilitation. Curr. Phys. Med. Rehabil. Rep. 4(4), 312–319 (2016)
S. Sierra Marín, L. Arciniegas Maya, F. Ballen Moreno, D. Gomez, M. Munera, C.A. Cifuentes, Adaptable Robotic Platform for Gait Rehabilitation and Assistance: Design Concepts and Applications (Springer, Berlin, 2020), pp. 67–93
L. Bueno, F. Brunetti, A. Frizera, J.L. Pons, J.C. Moreno, E. Rocon, J.M. Carmena, E. Farella, L. Benini, Human–Robot Cognitive Interaction, chap. 4 (Wiley, Hoboken, 2008), pp. 87–125
E.M. Sluijs, G.J. Kok, J. van der Zee, Patient compliance is of considerable cause treatment effects partly depend importance in physical therapy be- on it. The efficacy of therapeutic exer. Phys. Ther. 73(1), 771–786 (1993)
D. Gomez, M. Pinto, F. Ballen Moreno, M. Munera, C. Cifuentes G., Therapy with t-flex ankle-exoskeleton for motor recovery: a case study with a stroke survivor, in The 8th IEEE RAS/EMBS International Conference on Biomedical Robotics & Biomechatronics BIOROB (2020)
R. Colombo, F. Pisano, A. Mazzone, C. Delconte, S. Micera, M.C. Carrozza, P. Dario, G. Minuco, Design strategies to improve patient motivation during robot-aided rehabilitation. J. NeuroEng. Rehabil. 4, 1–12 (2007)
M. Ma, K. Bechkoum, Serious games for movement therapy after stroke, in Conference Proceedings - IEEE International Conference on Systems, Man and Cybernetics (2008), pp. 1872–1877
P. Rego, P.M. Moreira, L.P. Reis, Serious games for rehabilitation: a survey and a classification towards a taxonomy, in Proceedings of the 5th Iberian Conference on Information Systems and Technologies, CISTI 2010 (2010)
A. Pino, D. Gomez, M. Munera, C.A. Cifuentes, Visual feedback strategy based on serious games for therapy with t-flex ankle exoskeleton, in The International Symposium on Wearable Robotics (WeRob2020) and WearRAcon Europe (Springer, Berlin, 2020)
N. Barrett, I. Swain, C. Gatzidis, C. Mecheraoui, The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation. J. Rehabil. Assist. Technol. Eng. 3, 205566831664364 (2016)
R. Dishman, W. Ickes, Self-motivation and adherence to therapeutic exercise. J. Behav. Med. 4, 421–38 (1982)
K. Lohse, N. Shirzad, A. Verster, N. Hodges, H.F. Van Der Loos, Video games and rehabilitation: using design principles to enhance engagement in physical therapy. J. Neurol. Phys. Ther. 37(4), 166–175 (2013)
S.C. Howes, D.K. Charles, J. Marley, K. Pedlow, S.M. McDonough, Gaming for health: systematic review and meta-analysis of the physical and cognitive effects of active computer gaming in older adults. Phys. Ther. 97(12), 1122–1137 (2017)
M.F. Levin, H. Sveistrup, S.K. Subramanian, Feedback and virtual environments for motor learning and rehabilitation. Schedae 1, 19–36 (2010)
N.C. Nilsson, S. Serafin, R. Nordahl, Gameplay as a source of intrinsic motivation for individuals in need of ankle training or rehabilitation. Presence Teleop. Virt. Environ. 21(1), 69–84 (2012)
M.A. Dimyan, L.G. Cohen, Neuroplasticity in the context of motor rehabilitation after stroke. Nat. Rev. Neurol. 7(2), 76–85 (2011)
L. Carey, A. Walsh, A. Adikari, P. Goodin, D. Alahakoon, D. De Silva, K.L. Ong, M. Nilsson, L. Boyd, Finding the intersection of neuroplasticity, stroke recovery, and learning: scope and contributions to stroke rehabilitation. Neural Plast. 2019, 1–15 (2019)
L.M. Muratori, E.M. Lamberg, L. Quinn, S.V. Duff, Applying principles of motor learning and control to upper extremity rehabilitation. J. Hand Ther. 26(2), 94–103 (2013)
A. Kliem, A. Wiemeyer, Comparison of a traditional and a video game based balance training program. Int. J. Comput. Sci. Sport 9(2010), 80–92 (2010)
R.A. Schmidt, T.D. Lee, Motor Learning and Performance. Human Kinetics, 5th edn (2014)
S.C. Cramer, J.D. Riley, Neuroplasticity and brain repair after stroke. Curr. Opin. Neurol. 21(1), 76–82 (2008)
H. Masaki, W. Sommer, Cognitive neuroscience of motor learning and motor control. J. Phys. Fitness Sports Med. 1(3), 369–380 (2012)
A.C.B. Gonçalves, W.M. Dos Santos, L.J. Consoni, A.A. Siqueira, Serious games for assessment and rehabilitation of ankle movements, in SeGAH 2014 - IEEE 3rd International Conference on Serious Games and Applications for Health, Books of Proceedings (2014)
A.M. Salazar, A.B. Ortega, K.G. Velasco, A.A. Pliego, Mechatronic integral ankle rehabilitation system: ankle rehabilitation robot, serious game, and facial expression recognition system, in Advanced Topics on Computer Vision, Control and Robotics in Mechatronics (Springer, Berlin, 2018), pp. 291–320
J. Lobo-Prat, P.N. Kooren, A.H. Stienen, J.L. Herder, B.F. Koopman, P.H. Veltink, Non-invasive control interfaces for intention detection in active movement-assistive devices. J. NeuroEng. Rehabil. 11(168), 1–22 (2014)
A.B. Farjadian, M. Nabian, A. Hartman, S.C. Yen, B. Nasseroleslami, Visuomotor control of ankle joint using position vs. force. Eur. J. Neurosci. 50(8), 3235–3250 (2019)
K. Carr, N. Zachariah, P. Weir, N. McNevin, An examination of feedback use in rehabilitation settings. Crit. Rev. Phys. Rehabil. Med. 23(1–4), 147–160 (2011)
P. van Vliet, G. Wulf, Extrinsic feedback for motor learning after stroke: what is the evidence?. Disabil. Rehabil. 28(13–14), 831–840 (2006)
J.W. Burke, M.D. McNeill, D.K. Charles, P.J. Morrow, J.H. Crosbie, S.M. McDonough, Optimising engagement for stroke rehabilitation using serious games. Vis. Comput. 25(12), 1085–1099 (2009)
S.T. Smith, D. Schoene, The use of exercise-based videogames for training and rehabilitation of physical function in older adults: current practice and guidelines for future research. Aging Health 8(3), 243–252 (2012)
L. Nacke, A. Drachen, S. Gobel, Methods for evaluating gameplay experience in a serious gaming context. Electron. J. e-Learn. 10(2), 172–184 (2012)
J. Moizer, J. Lean, E. Dell’Aquila, P. Walsh, A.A. Keary, D. O’Byrne, A. Di Ferdinando, O. Miglino, R. Friedrich, R. Asperges, L.S. Sica, An approach to evaluating the user experience of serious games. Comput. Edu. 136, 141–151 (2019)
I. Mayer, G. Bekebrede, C. Harteveld, H. Warmelink, Q. Zhou, T. Van Ruijven, J. Lo, R. Kortmann, I. Wenzler, The research and evaluation of serious games: toward a comprehensive methodology. British J. Edu. Technol. 45(3), 502–527 (2014)
G. Asín-Prieto, A. Martínez-Expósito, F.O. Barroso, E.J. Urendes, J. Gonzalez-Vargas, F.S. Alnajjar, C. González-Alted, S. Shimoda, J.L. Pons, J.C. Moreno, Haptic adaptive feedback to promote motor learning with a robotic ankle exoskeleton integrated with a video game. Front. Bioeng. Biotechnol. 8, 1–15 (2020)
S.N. Jeon, J. H. Choi, The effects of ankle joint strategy exercises with and without visual feedback on the dynamic balance of stroke patients. J. Phys. Ther. Sci. 27(8), 2515–2518 (2015)
N. Arene, J. Hidler, Understanding motor impairment in the paretic lower limb after a stroke: a review of the literature. Top. Stroke Rehabil. 16(5), 346–356 (2009)
A.F. Thilmann, S.J. Fellows, H.F. Ross, Biomechanical changes at the ankle joint after stroke. J. Neurol. Neurosurg. Psychiatry 54(2), 134–139 (1991)
Y. Ren, Y.N. Wu, C.Y. Yang, T. Xu, R.L. Harvey, L.Q. Zhang, Developing a wearable ankle rehabilitation robotic device for in-bed acute stroke rehabilitation. IEEE Trans. Neural Syst. Rehabil. Eng. 25(6), 589–596 (2017)
Academia de Unity — Escuela de videojuegos — Hektor Profe. https://www.hektorprofe.net/
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this chapter
Cite this chapter
Pino, A., Múnera, M., Cifuentes, C.A. (2022). Serious Games in Robot-Assisted Rehabilitation Therapy for Neurological Patients. In: Interfacing Humans and Robots for Gait Assistance and Rehabilitation. Springer, Cham. https://doi.org/10.1007/978-3-030-79630-3_12
Download citation
DOI: https://doi.org/10.1007/978-3-030-79630-3_12
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-79629-7
Online ISBN: 978-3-030-79630-3
eBook Packages: EngineeringEngineering (R0)