Abstract
When rehabilitation sessions are for maintaining capacities, the demotivation of patients is common due to the difficulty in improving their situation. Recent experiments show that rehabilitation results are better when users are motivated and serious games can help to motivate patients in rehabilitation processes. We developed a rehabilitation serious-game for a set of patients who had abandoned therapy due to demotivation in the previous years. The serious-game was developed following desirable features for rehabilitation serious-games presented in the related research works. From this development, we present implementations guidelines for developing serious-games as motivational tool for rehabilitation therapies. The experiments performed in previous works validate that the interacting design issues defined help motivation in therapy and that they are adequate in rehabilitation therapy.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Similar content being viewed by others
References
Alankus, G., Lazar, A., May, M., Kelleher, C.: Towards customizable games for stroke rehabilitation. In: Proceedings of the 28th International Conference on Human Factors in Computing Systems, pp. 2113–2122, ACM (2010)
Anderson, F., Annett, M., Bischof, W.F.: Lean on wii: physical rehabilitation with virtual reality and wii peripherals. Annu. Rev. Cybertherapy Telemedicine 8, 181–184 (2010)
Betker, A.L., Desai, A., Nett, C., Kapadia, N., Szturm, T.: Game-based exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries. Phys. Ther. 87(10), 1389–1398 (2007)
Burke, J.W., McNeill, M.D.J., Charles, D.K., Morrow, P.J., Crosbie, J.H., McDonough, S.M.: Optimising engagement for stroke rehabilitation using serious games. Vis. Comput. 25(12), 1085–1099 (2009)
Cameirao, M.S., Bermudez, I.B.S., Duarte Oller, E., Verschure, P.F.: The rehabilitation gaming system: a review. Stud Health Technol. Inform. 145, 65–83 (2009)
Colombo, R., Pisano, F., Mazzone, A., Delconte, C., Micera, S., Carrozza, M.C., Dario, P., Minuco, G.: Design strategies to improve patient motivation during robot-aided rehabilitation. J. Neuro-engineering Rehabil. 4, 1–12 (2007)
Deutsch, J.E., Borbely, M., Filler, J., Huhn, K., Guarrera-Bowlby, P.: Use of a low-cost, commercially available gaming console (wii) for rehabilitation of an adolescent with cerebral palsy. Phys. Ther. 88(10), 196–207 (2008)
Flynn, S., Palma, P., Bender, A.: Feasibility of using the Sony Playstation 2 gaming platform for an individual poststroke: a case report. J. Neurol. Phys. Ther. 31(4), 180 (2007)
Jack, D., Boian, R., Merians, A.S., Tremaine, M., Burdea, G.C., Adamovich, S.V., Recce, M., Poizner, H.: Virtual reality-enhanced stroke rehabilitation. IEEE Trans. Neural Syst. Rehabil. Eng. 9(3), 308–318 (2001)
Jaume-i-Capo, A., Martinez-Bueso, P., Moya-Alcover, B., Varona, J.: Interactive Rehabilitation System for Improvement of Balance Therapies in People With Cerebral Palsy. IEEE Trans. Neural Syst. Rehabil. PP(99), (2012). doi:10.1109/TNSRE.2013.2279155
Jung, Y., Yeh, S.C., Stewart, J.: Tailoring virtual reality technology for stroke rehabilitation: a human factors design. In: CHI’06 Extended Abstracts on Human Factors in Computing Systems, pp. 929–934, ACM (2006)
King, L.A., Horak, F.B.: Delaying mobility disability in people with parkinson disease using a sensorimotor agility exercise program. Phys. Ther. 89(4), 384–393 (2009)
Krigger, K.W.: Cerebral palsy: an overview. Am. Fam. Physician 73(1), 91–100 (2006)
Ma, M., Bechkoum, K.: Serious games for movement therapy after stroke. In: IEEE International Conference on Systems, Man and Cybernetics, 2008. SMC 2008, pp. 1872–1877, IEEE (2008)
Michael, D.R., Chen, S.L.: Serious games: games that educate, train, and inform. Muska & Lipman/Premier-Trade (2005)
Moyaa-Alcover, B., Jaume-i-Capoo, A., Varona, J., Martinez-Bueso, P., Mesejo Chiong, A.: Use of serious games for motivational balance rehabilitation of cerebral palsy patients. In: The Proceedings of the 13th International ACM SIGAC—CESS Conference on Computers and Accessibility, pp. 297–298, ACM (2011)
Norman, D.A.: The invisible computer: why good products can fail, the personal computer is so complex, and information appliances are the solution. MIT press, Cambridge (1999)
Overmyer, S.P.: Revolutionary vs. evolutionary rapid prototyping: balancing software productivity and hci design concerns. In: Proceedings of the Fourth International Conference on Human-Computer Interaction, pp. 303–307 (2002)
Rand, D., Kizony, R., Weiss, P.L.: Virtual reality rehabilitation for all: Vivid GX versus Sony Playstation II EyeToy. In: 5th International Conference on Disability, Virtual Environments and Association Technologies, pp. 87–94 (2004)
Rego,P., Moreira, P.M., Reis, L.P.: Serious games for rehabilitation: a survey and a classification towards a taxonomy. In: 5th Iberian Conference on Information Systems and Technologies (CISTI), pp. 1–6, IEEE (2010)
Reyes-Amaro, A., Fadraga-Gonzalez, Y., Vera-Perez, O.L., Dommguez-Campillo, E., Nodarse-Ravelo, J., Mesejo-Chiong, A., Moyaa-Alcover, B., Jaume-i-Capó, A.: Rehabilitation of patients with motor disabilities using computer vision based techniques. JACCES: J. Accessibility Design All 2(1), 62–70 (2012)
Sandlund, M., Lindh Waterworth, E., Hager, C.: Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy. Dev. Neurorehabilitation 14(1), 15–21 (2011)
Sandlund, M., McDonough, S., Hager-Ross, C.: Interactive computer play in rehabilitation of children with sensorimotor disorders: a systematic review. Dev. Med. Child Neurol. 51(3), 173–179 (2009)
Varona, J., Jaume-i Capo, A., Gonzalez, J., Perales, F.J.: Toward natural interaction through visual recognition of body gestures in real-time. Interact. Comput. 21(1), 3–10 (2009)
Acknowledgments
This work was partially supported by the projects MAEC-AECID A2/037538/11 and TIN2012-35427 of the Spanish Government, with FEDER support.
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2014 Springer-Verlag Berlin Heidelberg
About this chapter
Cite this chapter
Jaume-i-Capó, A., Moyà-Alcover, B., Varona, J. (2014). Design Issues for Vision-Based Motor-Rehabilitation Serious Games. In: Brooks, A., Brahnam, S., Jain, L. (eds) Technologies of Inclusive Well-Being. Studies in Computational Intelligence, vol 536. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-45432-5_2
Download citation
DOI: https://doi.org/10.1007/978-3-642-45432-5_2
Published:
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-45431-8
Online ISBN: 978-3-642-45432-5
eBook Packages: EngineeringEngineering (R0)