
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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