Video games in stroke
rehabilitation
Published in February 2010 issue of "Stroke Matters" (Stroke Association)
James Burke, PhD Candidate in Game Development for Post-stroke
Rehabilitation, University of Ulster.
In recent years,
researchers have started
looking at the potential benefits of using video games in stroke rehabilitation.
Technology and games can offer a
novel, safe and customisable training environment which can maintain engagement
levels and boost patient motivation. Systems typically comprise rehabilitation
gaming software with an input device (e.g. joystick, motion-sensing camera,
data-gloves, electromagnetic sensors), an output device (e.g. monitor, projector,
head-mounted display) and a computer. In addition to custom-built systems,
commercial gaming consoles such as the Nintendo Wii have also been used in
stroke rehabilitation studies.
The games used in these systems
emphasise repetitive movements similar to those performed in traditional
therapy, such as reach, grasp, manipulation and release for upper-limb rehabilitation.
These games are often simple and easy to play. This is important since a person
with stroke may not have played a video game before or may have cognitive
impairments. Well-designed games are also easily configured, allowing people
with varying degrees of impaired movements to engage effectively in the
rehabilitation process.
Good game design allows repetitive
movements to be presented in a more challenging and rewarding way than is
possible with traditional therapy. For example, reach actions could translate
to a game where players are required to touch one target object (of many
objects) on the screen. To introduce an aspect of challenge the target object
could be 'active' for only a few seconds before a new target is selected. One
of the advantages of this approach is that all the game elements can be
programmed to change. For example, the size of the objects and the length of time
they stay 'active' can be changed to accommodate a variety of player abilities.
These systems are not designed with
the intention of replacing traditional therapy; rather they are designed to be
used in addition to therapy. Therapists will still be required to assess
patients and perhaps recommend particular games. Therapist involvement to monitor
progress and set new challenges will also be necessary. Should such systems be
available in hospital stroke units, for example, It might be possible that newly
diagnosed stroke patients can engage in useful and stimulating therapy when
their therapists are working with other patients. There is also great interest in
evaluating the technology for home use as this could lead to patients being
able to play rehabilitation games outside of their therapy sessions.
1 Mónica S. Cameirão, Sergi Bermúdez
i Badia; Paul F. M. J. Verschure, “Virtual Reality Based Upper Extremity
Rehabilitation following Stroke: a Review”, Journal of CyberTherapy &
Rehabilitation, Vol 1 Issue 1, Spring 2008.
2 James W. Burke, Michael D. J.
McNeill, Darryl K. Charles, P. J. Morrow, Jacqui H. Crosbie, Suzanne M.
McDonough, “Optimising engagement for stroke rehabilitation using serious
games”, The Visual Computer, Vol 25, Issue 12, p1085-1099, December 2009.