Designing a Game-based Solution for In-home Rehabilitation
Silvia Gabrielli
1
, Rosa Maimone
1
, Giancarlo Bo
2
, Johanna Jonsdottir
3
, Wolfhard Klein
4
and Hadas Raz
5
1
CREATE-NET, Via Alla Cascata 56/D, Trento, Italy
2
Imaginary Srl, Milano, Italy
3
Fondazione Don Carlo Gnocchi Onlus, Milano, Italy
4
Neurological Therapeutic Centre Gmundnerberg, Altmünster, Austria
5
Edna Pasher Ph.D & Associates, Management Consultants, Tel Aviv, Israel
Keywords: Serious Games, Motor-cognitive Rehabilitation, Patient-centred Design, Formative Evaluation.
Abstract: This paper presents initial concepts and formative evaluation results from a research (REHAB@HOME)
investigating the patient-centred design of game environments aimed at raising patients’ motivation and
compliance with motor-cognitive rehabilitation programs. During the initial phase of the project five games
were deployed through main gaming platforms and interaction devices (Kinect, LeapMotion, Sifteo Cubes).
A pilot study involving six patients from two different rehabilitation centres (one in Italy and one in Austria)
was conducted to assess usability and motivational factors implied in the initial usage of the solutions
proposed. From the pilot study results we derive indications to inform the future design of game solutions
for raising patients’ compliance with upper body rehabilitation programs.
1 INTRODUCTION
Stroke is the second most common cause of death in
Europe (EU Cardiovascular Disease statistics 2012)
and it affects about 15 million people worldwide
each year. Stroke survivors experience a broad range
of problems that can impact their cognitive and
motor systems, leading to chronic disability (e.g.,
hemiparesis) more often affecting the upper body
(i.e., arms, Dobkin, 2005). The goal of rehabilitation
is to help survivors become as independent as
possible and to attain the best possible quality of
life. For over half of stroke patients, rehabilitation
will be a longterm process requiring work
supervised by therapists, supported by specialized
equipment, lasting several months. However,
increasing cost pressure on the healthcare system is
leading to shorter periods of intensive rehabilitation
at specialized facilities. Therefore the adoption of
suitable technologies for in home rehabilitation,
together with a proper training about the execution
of a personalized program of exercises, can help
reduce the patient’s stay at the hospital, as well as
the need and cost of reaching the rehabilitation
facilities. In this work, we present early results from
the REHAB@HOME European project where game
solutions for rehabilitation of the upper body were
designed and tested in a pilot study conducted at two
different rehabilitation centers, one in Italy and one
in Austria.
2 RELATED WORK
In the area of rehabilitation research and practice,
there have been previous attempts to leverage on
low cost gaming platforms, such as Wii (Deutsch et
al., 2008) and Playstation 2 EyeToy (Flynn et al.,
2007), to support post-stroke therapy. However,
these solutions are difficult to deploy with patients
in earlier stages of recovery when they have only
limited range of motion. For this type of patients
other more specific game-based solutions have been
recently proposed. Huber et al. (2008) and Jack et al.
(2001) developed haptic glove based games in which
users scare away butterflies, play the piano, and
squeeze virtual pistons to improve the player’s
finger flexion and extension. Burke et al. (2009)
built two webcam color tracked games similar to
whack-a mole. In addition, they created a physics-
145
Gabrielli S., Maimone R., Bo G., Jonsdottir J., Klein W. and Raz H..
Designing a Game-based Solution for In-home Rehabilitation.
DOI: 10.5220/0005130401450149
In Proceedings of the 2nd International Congress on Neurotechnology, Electronics and Informatics (VirtRehab-2014), pages 145-149
ISBN: 978-989-758-056-7
Copyright
c
2014 SCITEPRESS (Science and Technology Publications, Lda.)
based orange catching game and a whack-a-mouse
game, both controlled with magnetic sensors and a
vibraphone game, using a Wii remote as a pointing
device. Game concepts and solutions more related to
everyday tasks and activities of daily living have
been explored to increase patients’ motivation to
play, by providing more meaningful settings
(Sanchez et al., 2006; Burke et al., 2009). Flores et
al. (2008) identified game design criteria that stem
from stroke rehabilitation and elderly entertainment.
Vandermaesen et al. (2013) developed the Liftacube
prototype for training of the upper extremities and
tested it with four patients (affected by
cerebrovascular accident or paraplegia) finding
encouraging results and benefits regarding patients’
motivation.
In our work, instead of focusing on developing
games for specific ranges of disability we aim to
realize solutions that can be adapted for use by
patients at different levels of recovery (a similar
approach was proposed in Alankus, 2011). By
informing our design with requirements from
therapists and patients, we aim to realize a
rehabilitation platform enabling therapists to select
and tailor games for individual patients’ programs.
3 GAME DESIGN FOR MOTOR
REHABILITATION
During the first year of the REHAB@HOME project
we conducted a patient centered design process to
realize a set of rehabilitation games targeting post-
stroke and multiple sclerosis patients in need of
upper body motor rehabilitation. The design process
also involved requirements collected by interviewing
a number of therapists at Fondazione Don Gnocchi
(Italy) and Neurological Therapeutic Centre
Gmundnerberg (Austria). We ended up developing
four games, three of which could be played with the
Kinect gaming platform, one with the SifteoCubes
platform. We also decided to include in the
experimentation an available game for the novel
LeapMotion device (a sensor controller that supports
hand and finger motions as input, analogous to a
mouse, but requiring no hand contact or touching).
The criteria for inclusion and development of
these 5 games, was to assess their benefits for
deployment in the context of arm/hand motor
rehabilitation sessions. The specific movements
required by the games were the following: shoulder
abduction, adduction, flexion, extension, wrist
flexion, extension, supination, opening/closing of
Figure 1: Screenshot of the menu to select the Kinect
games.
hand, reaching movements and finger movements of
precision.
In the following we briefly describe the games
considered for our initial pilot testing (Fig.1 shows
the menu screen for selecting the Kinect games
developed): 1) Bombs&Flowers minigame [Kinect]:
the patient interacts in a living room environment
where s/he has to touch flowers items and avoid
bombs, s/he is required to use both hands and is
provided instructions, visual feedback, and total
score achieved during the session. 2) Can minigame
[Kinect]: the patient needs to move cans from a
central table to the correct shelf, by matching
corresponding colors which change position during
the game; s/he can use just one hand per session and
get instructions, visual feedback and overall score
achieved. 3) Blackboard minigame [Kinect]: the
patient needs to move different shapes from the left
side to colored spots on the right side, by following a
random path. Random pairings are proposed (e.g.
star-blue, square-red) on the top of the screen, red
dots appear along the path, which should be
collected; instructions, visual feedback and overall
score are also provided. 4) Caterpillar game
[LeapMotion]: the patient needs to guide a
caterpillar around the screen with one finger to
collect numbers in a sequential order, achieve levels
and eventually become a butterfly; instructions,
visual and auditory feedback are provided. 5) Simon
game [Sifteo Cubes, Fig.2]: 3 (1.7 inch) cubes are
provided in fixed positions on a table which display
colours randomly assigned by the system; the patient
is asked to tilt a fourth cube to select a colour on its
display and put the cube in contact with the
corresponding cube (same colour) in the fixed
positions; visual, auditory feedback, number of
sessions played and score are provided through the
cubes displays; typically the patient plays by using
one hand for 3 consecutive sessions.
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Figure 2: Simon game played with Sifteo Cubes.
3.1 The Pilot Study
To preliminary assess the level of usability and
engagement of the games and devices described
above, we conducted a pilot study involving 6 post-
stroke and multiple sclerosis patients (age range 54-
74, Mean: 66) with motor impairments of the upper
body, enrolled in rehabilitation programs (since at
least a month before) at the two rehabilitation
centers in Italy and Austria (Table 1). The test
sessions were run in dedicated rooms at each center
(where the devices and games had been previously
set up) and demonstrated to patients by a member of
the research team. Each patient was asked to try at
least one session with each device/game available
and then to provide feedback and ratings on their
user experience, perceived usefulness, motivation to
use of the device/games experienced in a final semi-
structured interview. Example of the questions used
in the interviews: "How useful would you rate the
devices\games used to support the rehabilitation
program at home?" on a Likert scale from 1 to 7.
The overall session lasted about 1 hour. The sessions
were video recorded for subsequent analysis, the
input devices and games were presented randomly to
avoid order effects. The contents of the video
recordings were analysed independently by 3 human
factors specialists to extract relevant usability and
user experience indicators regarding ease-of-use,
learnability, level of engagement, effectiveness,
satisfaction, error frequency and prevention. The
individual reports of the 3 specialists were then
discussed in a meeting and results summarized in a
final document shared with the developers’ team.
The post session interview data were analysed to
identify the main points of strength and weakness of
the solutions tested and inspire our next
development phases.
Table 1: Patients demographics and clinical
characteristics.
Patient
(Gender)
Age Clinical characteristics
P1 (M)
62
Post-stroke, motor
impairment of the right
upper limb
P2 (M) 71 Post-stroke, motor
impairment of the left
limb
P3 (F) 54 Multiple Sclerosis, motor
impairment of left
hand/arm, on a wheelchair
P4 (M) 71 Post-stroke, right
hemiplegia
P5 (M) 74 Post-stroke, motor
impairments affecting
walking, right hand,
voice, ataxia
P6 (M) 68 Post-stroke, motor
impairment of right upper
limb
3.1.1 Main Results
Table 2 below reports patients’ ratings on a Likert
scale (1-7) about the usefulness of the devices and
games experienced during the pilot testing, based on
the post-session interview asking each patient how
useful each device and game experienced they
thought would be for their rehabilitation needs.
Overall, the feedback from patients was quite
positive. The device scoring less was LeapMotion
(Mean=3.6), which was rated lower for some
difficulties patients experienced in controlling it.
The Kinect device was considered useful, but some
improvements to the calibration of the sensor were
required to improve interaction. While all the games
tested were judged as useful, the Caterpillar and
Simon ones were scored higher due to their
intuitiveness and facility of play for the patients.
Table 2: Patients perceived usefulness of the devices and
games experienced (Likert scale 1=Not useful at all,
7=Extremely useful).
Type of Device / Game Mean SD
Kinect device
4.8
2.04
LeapMotion device 3.6 1.14
Sifteo Cubes device 6.3 0.57
Bomb&Flowers minigame 4.8 1.30
Can minigame 4.8 0.75
Blackboard minigame 3.8 1.67
Caterpillar game 5 2.16
Simon game 6.6 0.57
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147
From the analysis of the videos and patients’
comments we derived the following needs for
improvements of the gaming environments for
rehabilitation goals:
a) Enable games to be easily adapted to patients’
different needs and range of movement: the solutions
proposed during the pilot were still too rigid to fit
the needs and range of arm/hand movements of most
patients. Customization of the solutions should be
supported in the future by providing a better
calibration module for the Kinect device. In
particular, it is very important to clearly define the
minimal requirement of the movement abilities of
the patients in addition to the limitations of the
devices.
b) Ensure correct execution of the movements, detect
compensation: many patients showed compensatory
motion, like rotating/moving their trunk to achieve
the game goal as a way of overcoming limitations in
their range of motion in the affected limb. In the
Simon game (Sifteo Cubes) some patients pushed
the cube to be put in contact with the target cube
instead of performing precise grasp and release
actions. For future sessions we have developed a
paper frame and setup where target cubes will be
located, thus requiring a patient to raise a cube and
move it more precisely to reach the target.
c) Engage patients by providing more variability
and difficulty levels in the games: we observed that
even games that required some effort to be played
were able to engage patients with several repetitions
performed during a session. However, even within
the small group of patients involved, individual
differences in needs, preferences and motivation
were found that could be better fulfilled by a more
comprehensive set of games and within game
alternatives provided.
d) Audio and visual elements should be improved for
accessibility and usability: size and contrast of
colors, sounds, animations and other motivational
effects available in the game environments were
found to require improvements for accessibility and
usability. Some of the patients involved had visual
impairments (e.g., wore glasses) or had difficulties
in reading text, perceiving colors. Accessibility
requirements are particularly important to address
when considering the target user groups of
rehabilitation, to facilitate their adoption.
e) Motivational elements and incentives should be
added: in the pilot we deployed a limited set of
motivational elements, rewards, feedback and
incentives, but they played an important role in
motivating patients to further engage with the
playing setting. Feedback and incentives are
fundamental for a patient to keep track of progress
made, goals/improvements achieved (Flores et al.,
2008), and to avoid over performing or getting tired
too soon (with the risk of getting bored) thus
jeopardizing the aims of any rehabilitation program
in the home setting.
f) Collaborative forms of play should be added
(Alankus et al., 2010): as many patients reported in
the final interviews the possibility of playing some
of the games proposed in a collaborative way (e.g.,
with caregivers, family members) would be
important to further raise their motivation and
interest in the therapy sessions. We are currently
planning to design collaborative forms of play (e.g.,
with the Sifteo Cubes) to meet this request of the
patients.
4 CONCLUSION
This work has presented some initial game concepts
for upper body rehabilitation of post-stroke and
multiple sclerosis patients, which have been
developed for usage through low-cost gaming
platforms suitable for home environments.
Preliminary results from a pilot study conducted
have shown that patients would be willing to use
these gaming environments for rehabilitation
purposes, provided that professional therapists
supervision is also combined with these solutions.
We are currently working at implementing a more
integrated and improved version of our rehabilitation
gaming environment that will include more
advanced and complete versions of the games
presented. Furthermore the rehabilitation gaming
environment will be combined with a professional
web client to remotely supervise the training
sessions of patients from the rehabilitation centre. A
second pilot testing of the integrated solution is
planned for Fall 2014 involving a larger number of
patients from the two clinics in Italy and Austria.
ACKNOWLEDGEMENTS
This work has been supported by the FP7 STREP
Project REHAB@HOME N. 306113.
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