Home Rehabilitation Based on Gamification and Serious Games for Young People: A Systematic Mapping Study
Abstract
:Featured Application
Abstract
1. Introduction
2. Research Methodology
2.1. Definition of the Mapping Questions
2.2. Search Strategy
2.2.1. Search String
- remote rehabilitation AND (gamification OR serious games OR exergames) AND (children OR young patients).
- (remote) rehabilitation AND (virtual reality OR augmented reality) AND (children OR young patients).
- ((personalized OR customized) rehabilitation) AND (children or young patients).
- (physical rehabilitation OR physical therapy) AND (gamification OR serious games OR exergames) AND (children OR young patients OR adolescents).
- (home OR in-home OR remote OR virtual) AND (physical rehabilitation OR rehabilitation) AND (gamificat* OR serious gam* OR exergam*) AND (children OR young patient* OR adolescents).
2.2.2. Literature Resources
2.3. Study Selection
2.4. Data Extraction
2.5. Threats to Validity
- Descriptive validity. This threat is related to the extent to which the observations are described accurately and objectively. With the aim of reducing this threat, a data collection form was designed. This form supported the recording of data to help objectify the data extraction process and it may always be reviewed by each reviewer.
- Theoretical validity. It is determined by our ability to capture what we intend to. In this case, biases in the selection and extraction of the data play an important role.
- –
- Study selection bias. This threat mainly concerns the reliability of the selection process that was followed to identify and select the relevant papers available in the literature on the topic under study. This selection relies on the papers returned by the automatic search performed in the three digital libraries previously mentioned. A large number of papers related to our were obtained. To mitigate this threat, each researcher ranked each study among three relevant levels according to the information provided by the abstract and even by the content of the paper.
- –
- Data extraction bias. This threat concerns with the extraction of the correct data to address the MQs of this mapping study. Although this step involves human judgment, the threat cannot be removed at all. This issue was mitigated by creating a form that was filled in by the four researchers for each paper selected. A validation step was then conducted to ensure the correctness of the data extracted. The disagreements were resolved by means of discussions between the researchers. On the other hand, the quality assessment of the obtained studies was not carried out, as it is not mandatory in SMSs [34].
- Generalizability. This threat refers to the extent to which the results can be generalized in other groups (external) or within a group (internal). This threat was mitigated by selecting a wide range of studies related to different contexts.
- Interpretive validity. This threat is related to the researcher bias. This threat has been mitigated by involving the four researchers in the generation of the results.
- Repeatability. This threat is based on the detailed reporting of the research process. This threat has been mitigated by describing the followed systematic mapping process, including the actions taken to reduce possible threats to validity.
2.6. Results
2.7. Discussion
Paper | Place | Communication | Interaction Paradigm | Interaction Style | Main Device | Secondary Device | Method | Patient Adaptation | Automatic Game Generation | Gamification | Game Techniques |
---|---|---|---|---|---|---|---|---|---|---|---|
[20] | Remote | NS | VR | NUI (AB) | Leap motion | No | No | No | No | Yes | Basic |
[37] | Remote | Async | Desktop | VB | Kinect | Physical sensors | No | Yes | Yes | Yes | Standard |
[21] | R.centre | NS | VR | NUI (AB) | Leap motion | No | No | No | No | Yes | Standard |
[38] | R.centre | Async | VR | NUI (AB) | Kinect | No | Yes | Yes | No | Yes | Basic |
[39] | Remote | NS | VR | NUI (AB) | Physical controller | Kinect | No | Yes | No | Yes | Basic |
[6] | R.centre | Async | VR | NUI (AB) | Kinect | Leap motion | No | Yes | No | Yes | Advanced |
[40] | R.centre | Sync | Desktop | Physical controller | Physical controller | No | No | No | No | Yes | Basic |
[41] | Remote | Async | VR | NUI (AB) | Kinect | No | No | Yes | Yes | Yes | Basic |
[42] | R.centre | Sync | Desktop | Physical controller | Physical controller | No | No | No | No | Yes | Standard |
[43] | Remote | Async | VR | NUI (AB) | Physical sensors | No | No | No | No | Yes | Basic |
[44] | Remote | Async | AR | NUI (AB) | Physical sensors | Physical controller | No | No | No | Yes | Basic |
[25] | R.centre | Sync | VR | NUI (AB) | Kinect | No | No | No | No | Yes | Basic |
[4] | Remote | Async | Desktop | Physical controller | Physical sensors | No | No | Yes | No | Yes | Standard |
[45] | R.centre | Sync | VR | NUI (AB) | Physical controller | No | No | Yes | No | Yes | Basic |
[46] | R.centre | Async | VR | NUI (AB) | Kinect | No | No | Yes | No | Yes | Standard |
[23] | R.centre | Async | VR | NUI (AB) | Kinect | No | No | No | No | No | None |
[47] | Remote | Async | VR | NUI (AB) | Kinect | No | No | No | No | No | None |
[48] | Remote | Async | VR | NUI (AB) | Physical sensors | No | No | No | No | Yes | Standard |
[49] | Remote | Async | VR | NUI (AB) | Wii mote | No | No | No | No | Yes | Basic |
[50] | R.centre | Async | VR | NUI (AB) | Wii mote | No | No | No | No | Yes | Standard |
[51] | Remote | Sync | Desktop | Physical controller | Physical sensors | Physical controller | No | No | No | Yes | Standard |
[52] | R.centre | Sync | VR | NUI (AB) | Wii mote | No | No | No | No | Yes | Standard |
[53] | Remote | Async | VR | NUI (AB) | Physical controller | No | No | No | No | No | None |
[54] | R.centre | Async | VR | NUI (AB) | Wii mote | No | No | No | No | Yes | Basic |
[55] | Remote | Async | VR | NUI (AB) | Physical sensors | Physical controller | No | No | No | Yes | Standard |
[56] | R.centre | Async | Desktop | Physical controller | Wii mote | No | No | No | No | Yes | Basic |
[17] | Remote | NS | Indep. | Indep. | Physical controller | Physical controller | No | Yes | No | Yes | Basic |
[24] | Remote | Async | VR | NUI (AB) | Kinect | No | No | Yes | No | Yes | Standard |
[57] | Remote | Async | VR | NUI (AB) | Kinect | Leap motion | No | Yes | No | No | None |
[58] | R.centre | Both | VR | NUI (AB) | Leap motion | No | No | Yes | Yes | Yes | Basic |
[5] | Remote | Async | VR | NUI (AB) | Kinect | No | No | No | No | No | None |
[10] | Remote | Async | VR | NUI (AB) | Leap motion | No | No | Yes | No | Yes | Advanced |
[10] | R.centre | NS | VR | NUI (AB) | Kinect | No | No | No | No | No | None |
[59] | R.centre | Async | VR | NUI (AB) | Kinect | No | No | Yes | No | Yes | Standard |
3. Home Rehabilitation Software Prototype for Young People
3.1. Improvements over an Existing Prototype for Home Rehabilitation
- Autonomy. Initially, the prototype rehabilitation software was designed to support rehabilitation at home, trying to minimize the installation instructions, as well as the ICT skills that a patient should possess. However, the system suffered from a lack of autonomy, in the sense that it had to be connected to an external computer to start up the application. Therefore, taking into account this consideration and the characteristics of the systems studied, the design of a low-cost device has been considered, which integrates an Intel Next Unit of Computing (NUC) small PC along with the device Microsoft Azure Kinect Developer Kit (DK) (https://azure.microsoft.com/es-es/services/kinect-dk). Thus, we reduce the connections and facilitate the installation to the user, only connecting the device as-a-whole to the TV. This improvement was addressed by directly replacing previous hardware devices with new ones. This particularly affects the tracking device, since we replaced the deprecated Microsoft Kinect with the device Microsoft Azure Kinect DK. Since we developed and maintained an internal API to collect data from the tracking device, and since this API has not been changed, there was no impact when replacing the device.
- Monitoring and supervision. The initial version of the system favored a mixed approach based on synchronous and asynchronous feedback. Thus, it was able to assess, in real-time, the patients’ degree of success regarding their physical activity. At the same time, the therapist was able to supervise the patients’ evolution once they have finished the exercise routine, which involves asynchronous supervision. However, the former version of the system lacked detailed monitoring when it came to monitor the patient’s activity, such as the information related to the mobility of certain body areas. In other words, it was not metrics-oriented. For this reason, the current prototype includes the design of different metrics or indicators. Two examples are performance and mobility. Their objective is to provide the therapist with relevant information about the patients’ activity in order to measure the evolution of their therapy. The integration of this improvement was possible thanks to the use of Personalized Exergame Language (PEL) [60], which allowed us to define key performance indicators. These can be activated depending on the therapeutic goals of each exergame.
- Natural interaction. The interaction type is another feature that makes rehabilitation possible at home. After carrying out the SMS, it has been identified that interaction is not intuitive enough, that is, patients cannot understand which joint to use or which is the movement they have to do to achieve the task. For this reason, we have developed some advanced interactions. For example, the joints are colored in red so that the patient must know which ones have to be used to do the exercise, or the virtual spheres that are ordered regarding their size, i.e., from bigger to smaller to indicate the trajectory a patient must follow. Apart from this, another drawback was considered, which concerns the navigation through our system by means of classic desktop interaction devices. In this sense, and considering the proposals of the cited works, we have enabled a natural interaction using voice commands. For this purpose, Microsoft’s Speech SDK (https://azure.microsoft.com/es-es/services/cognitive-services/speech-services/) has been used to detect key words to facilitate navigation through the system for those people whose condition prevents it. The more relevant voice commands involve game selection and menu positioning. The integration of this improvement involved the modification of certain graphical components of the application. On the other hand, the integration of voice recognition has been achieved thanks to the design of an additional software module, which is now integrated as an add-on.
- Performance. In virtual rehabilitation systems, it is essential to use devices that track the patients’ movements and analyze their mobility. Among the most prominent ones, Microsoft Kinect and Nintendo Wii stand out, as seen in Table 5. However, all of the studied works make use of deprecated versions, which means that motion detection does not rely on cutting edge technology. In view of this situation, the developed prototype makes use of the new version of Kinect, named Microsoft Azure Kinect DK. This device not only significantly improves motion capture, but also allows the data generated by the device to be processed with the services provided by Microsoft’s cloud. The integration of this characteristic was a direct consequence of replacing the hardware device used for tracking the patient’s joints. This has been previously discussed when addressing the characteristic named autonomy.
- Personalization. Some of the articles studied highlight the possibility of customizing or adapting games based on rehabilitation. In general, most of them allow us to modify parameters such as time, score, speed, acceleration, or complexity, as it can be seen in Table 5. However, only a few allow the establishment of indicators or metrics that help the therapist to measure the patient’s performance. In this respect, the distinguishing feature of our proposal is that it is based on the concept of personalized rehabilitation, a principle that the therapist makes use of technological solutions to design individualized treatments. In this context, our prototype makes use of language previously mentioned, PEL [60], which enables the definition of game dynamics associated with physical rehabilitation exercises. The integration of personalizing exergames was a real challenge, since the exergame definition, made by using PEL sentences, involved a major update in the internal architecture to generate the final executable file in an automatic way. To tackle this problem, we followed an approach based on continuous integration, including the incrementally different components of PEL into the system.
- Gamification. The initial prototype only considered basic gamification techniques, such as score and basic visual feedback after completing a repetition of the exergame. According to the studied articles, motivation is essential for successful home rehabilitation. Currently, a number of extra improvements have been added to include achievements or trophies, which can be unlocked under certain conditions. Furthermore, definition of levels and their complexity have been added to increase the engagement of the patient with the game. Once again, the adopted approach is flexible enough to define this information and maintain the patient’s level of engagement. The integration of this characteristic revolves around the idea of the so-called event listeners. When using the software design pattern named publish-suscribe [61], it is possible to make the capture of specific events independent of the actions triggered as a consequence of the former ones. Thus, the internal architecture can scale when integrating new gamification elements.
- Automatic exergame generation. The automatic generation of exergames is one of the approaches that has not yet been sufficiently exploited in this area. However, this feature is one of the strengths of our prototype, since it allows the complete generation of an exergame from a specification in text format. Basically, this is thanks to the glTF specification [62] that supports PEL, which contains the logic associated to the game, while glTF stores the multimedia resources of the game. As a result, the combination of both approaches allows the generation of personalized games for rehabilitation. The integration of this characteristic was as a result of the creation of PEL as a language to define exergames [60], including the lexicon, the syntactic rules, and the semantic rules, along with the use of a parser that is able to process PEL sentences.
3.2. Technical Details and Preliminary Evaluation
- Scene. This component contains three different views that the game is split into: tutorial view, participant view, and result view. The first one shows how the patient has to perform the activity. The seconds one is a scene in which the patient performs the activity that was previously visualized, with movements replicated by the avatar. The third one is a view where the results are shown as a consequence of the actions carried out by the patient.
- Actors. They represent the elements of the game that the avatar must interact with. These objects essentially make up a sequence of activity the patient must perform, with behavior that may be either static or dynamic.
- Gameplay. It defines the set of rules which are able to gamify the environment. Correct execution of the game mechanics deploys gamification elements to capture interest and motivate the user.
4. Conclusions and Future Work
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
- Deloitte. Global Health Care Outlook: Shaping the Future. 2019. Available online: https://www2.deloitte.com/content/dam/Deloitte/global/Documents/Life-Sciences-Health-Care/gx-lshc-hc-outlook-2019.pdf (accessed on 10 June 2020).
- Jack, K.; McLean, S.M.; Moffett, J.K.; Gardiner, E. Barriers to treatment adherence in physiotherapy outpatient clinics: A systematic review. Man. Ther. 2010, 15, 220–228. [Google Scholar]
- Subramanian, S.; Dahl, Y.; Skjæret Maroni, N.; Vereijken, B.; Svanæs, D. Assessing Motivational Differences Between Young and Older Adults When Playing an Exergame. Games Health J. 2020, 9, 24–30. [Google Scholar] [CrossRef]
- Borghese, N.A.; Essenziale, J.; Mainetti, R.; Mancon, E.; Pagliaro, R.; Pajardi, G. Hand Rehabilitation and Telemonitoring through Smart Toys. Sensors 2019, 19, 5517. [Google Scholar] [CrossRef] [Green Version]
- Corona, F.; Chiuri, R.M.; Filocamo, G.; Foa, M.; Lanzi, P.L.; Lopopolo, A.; Petaccia, A. Serious games for wrist rehabilitation in juvenile idiopathic arthritis. In Proceedings of the 2018 IEEE Games, Entertainment, Media Conference (GEM), Galway, Ireland, 15–17 August 2018; pp. 35–42. [Google Scholar] [CrossRef]
- Madeira, R.N.; Antunes, A.; Postolache, O.; Correia, N. Serious… ly! Just Kidding in Personalised Therapy Through Natural Interactions with Games. In Proceedings of the International Conference on Advances in Computer Entertainment; Springer: Berlin/Heidelberg, Germany, 2017; pp. 726–745. [Google Scholar] [CrossRef]
- Lai, C.L.; Huang, Y.L.; Liao, T.K.; Tseng, C.M.; Chen, Y.F.; Erdenetsogt, D. A Microsoft Kinect-based virtual rehabilitation system to train balance ability for stroke patients. In Proceedings of the IEEE 2015 International Conference on Cyberworlds (CW), Visby, Sweden, 7–9 October 2015; pp. 54–60. [Google Scholar] [CrossRef]
- Palacios-Navarro, G.; García-Magariño, I.; Ramos-Lorente, P. A Kinect-based system for lower limb rehabilitation in Parkinson’s disease patients: A pilot study. J. Med. Syst. 2015, 39, 103. [Google Scholar] [CrossRef]
- González-González, C.S.; Toledo-Delgado, P.A.; Muñoz-Cruz, V.; Torres-Carrion, P.V. Serious games for rehabilitation: Gestural interaction in personalized gamified exercises through a recommender system. J. Biomed. Inform. 2019, 97, 103266. [Google Scholar] [CrossRef]
- Pérez-Munoz, A.; Ingavélez-Guerra, P.; Robles-Bykbaev, Y. New approach of serious games in ludic complements created for rehabilitation therapies in children with disabilities using Kinect. In Proceedings of the 2018 IEEE XXV International Conference on Electronics, Electrical Engineering and Computing (INTERCON), Lima, Peru, 8–10 August 2018; pp. 1–4. [Google Scholar] [CrossRef]
- González, C.S.G.; del Río, N.G.; Adelantado, V.N. Exploring the benefits of using gamification and videogames for physical exercise: A review of state of art. IJIMAI 2018, 5, 46–52. [Google Scholar] [CrossRef] [Green Version]
- Ogawa, E.F.; You, T.; Leveille, S.G. Potential benefits of exergaming for cognition and dual-task function in older adults: A systematic review. J. Aging Phys. Act. 2016, 24, 332–336. [Google Scholar] [CrossRef]
- Lee, S.; Kim, W.; Park, T.; Peng, W. The psychological effects of playing exergames: A systematic review. Cyberpsychol. Behav. Soc. Netw. 2017, 20, 513–532. [Google Scholar]
- Bertoncello, C.; Colucci, M.; Baldovin, T.; Buja, A.; Baldo, V. How does it work? Factors involved in telemedicine home-interventions effectiveness: A review of reviews. PLoS ONE 2018, 13, e0207332. [Google Scholar] [CrossRef]
- Trombetta, M.; Henrique, P.P.B.; Brum, M.R.; Colussi, E.L.; De Marchi, A.C.B.; Rieder, R. Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation. Comput. Methods Programs Biomed. 2017, 151, 15–20. [Google Scholar]
- Bonnechère, B.; Jansen, B.; Haack, I.; Omelina, L.; Feipel, V.; Jan, S.V.S.; Pandolfo, M. Automated functional upper limb evaluation of patients with Friedreich ataxia using serious games rehabilitation exercises. J. Neuroeng. Rehabil. 2018, 15, 87. [Google Scholar] [CrossRef]
- Omelina, L.; Jansen, B.; Bonnechère, B.; Van Sint Jan, S.; Cornelis, J. Serious games for physical rehabilitation: Designing highly configurable and adaptable games. In Proceedings of the 9th International Conference on Disability, Virtual Reality & Associated Technologies, Laval, France, 10–12 September 2012; pp. 195–201. [Google Scholar]
- Katajapuu, N.; Luimula, M.; Theng, Y.L.; Pham, T.P.; Li, J.; Pyae, A.; Sato, K. Benefits of exergame exercise on physical functioning of elderly people. In Proceedings of the 2017 8th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), Debrecen, Hungary, 11–14 September 2017; pp. 85–90. [Google Scholar] [CrossRef]
- Matallaoui, A.; Koivisto, J.; Hamari, J.; Zarnekow, R. How effective is “exergamification”? A systematic review on the effectiveness of gamification features in exergames. In Proceedings of the 50th Hawaii International Conference on System Sciences, Village, HI, USA, 4–7 January 2017; pp. 3316–3325. [Google Scholar] [CrossRef] [Green Version]
- Gieser, S.N.; Boisselle, A.; Makedon, F. Real-time static gesture recognition for upper extremity rehabilitation using the leap motion. In Proceedings of the International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management; Springer: Berlin/Heidelberg, Germany, 2015; pp. 144–154. [Google Scholar] [CrossRef]
- Hidalgo, J.C.C.; Delgado, J.D.A.; Bykbaev, V.R.; Bykbaev, Y.R.; Coyago, T.P. Serious game to improve fine motor skills using leap motion. In Proceedings of the IEEE 2018 Congreso Argentino de Ciencias de la Informática y Desarrollos de Investigación (CACIDI), Buenos Aires, Argentina, 28–30 November 2018; pp. 1–5. [Google Scholar] [CrossRef]
- Ambrosino, P.; Iannuzzi, G.L.; Formisano, R.; Spedicato, G.A.; D’Abrosca, V.; Di Gioia, L.; Di Minno, M.N.D.; Pappone, N. Exergaming as an Additional Tool in Rehabilitation of Young Patients with Rheumatoid Arthritis: A Pilot Randomized Controlled Trial. Games Health J. 2020. [Google Scholar] [CrossRef]
- Arnoni, J.L.B.; Pavão, S.L.; dos Santos Silva, F.P.; Rocha, N.A.C.F. Effects of virtual reality in body oscillation and motor performance of children with cerebral palsy: A preliminary randomized controlled clinical trial. Complement. Ther. Clin. Pract. 2019, 35, 189–194. [Google Scholar] [CrossRef]
- García-Vergara, S.; Brown, L.; Park, H.W.; Howard, A.M. Engaging children in play therapy: The coupling of virtual reality games with social robotics. In Technologies of Inclusive Well-Being; Springer: Berlin/Heidelberg, Germany, 2014; pp. 139–163. [Google Scholar] [CrossRef]
- Eckert, M.; Gómez-Martinho, I.; Meneses, J.; Martínez, J.F. New approaches to exciting exergame-experiences for people with motor function impairments. Sensors 2017, 17, 354. [Google Scholar] [CrossRef]
- Wiemeyer, J.; Deutsch, J.; Malone, L.A.; Rowland, J.L.; Swartz, M.C.; Xiong, J.; Zhang, F.F. Recommendations for the optimal design of exergame interventions for persons with disabilities: Challenges, best practices, and future research. Games Health J. 2015, 4, 58–62. [Google Scholar] [CrossRef] [Green Version]
- Pirovano, M.; Surer, E.; Mainetti, R.; Lanzi, P.L.; Borghese, N.A. Exergaming and rehabilitation: A methodology for the design of effective and safe therapeutic exergames. Entertain. Comput. 2016, 14, 55–65. [Google Scholar] [CrossRef]
- Hardy, S.; Dutz, T.; Wiemeyer, J.; Göbel, S.; Steinmetz, R. Framework for personalized and adaptive game-based training programs in health sport. Multimed. Tools Appl. 2015, 74, 5289–5311. [Google Scholar] [CrossRef]
- González, C.S.; Toledo, P.; Padrón, M.; Santos, E.; Cairos, M. TANGO: H: Creating active educational games for hospitalized children. In Management Intelligent Systems; Springer: Berlin/Heidelberg, Germany, 2013; pp. 135–142. [Google Scholar] [CrossRef]
- Li, B.; Maxwell, M.; Leightley, D.; Lindsay, A.; Johnson, W.; Ruck, A. Development of exergame-based virtual trainer for physical therapy using kinect. In Games for Health 2014; Springer: Berlin/Heidelberg, Germany, 2014; pp. 79–88. [Google Scholar] [CrossRef]
- Gómez-Portes, C.; Lacave, C.; Molina, A.I.; Vallejo, D.; Sánchez-Sobrino, S. Personalising Exergames for the Physical Rehabilitation of Children Affected by Spine Pain. In Proceedings of the 22nd International Conference on Enterprise Information Systems—Volume 2: ICEIS, Prague, Czech Republic, 5–7 May 2020; pp. 533–543. [Google Scholar] [CrossRef]
- Petersen, K.; Feldt, R.; Mujtaba, S.; Mattsson, M. Systematic mapping studies in software engineering. In Proceedings of the 12th International Conference on Evaluation and Assessment in Software Engineering (EASE) 12, Bari, Italy, 26–27 June 2008; pp. 1–10. [Google Scholar]
- Petersen, K.; Feldt, R.; Mujtaba, S.; Mattsson, M. GuideLines for conductiong systematic mapping studies in software engineering: An update. Inf. Softw. Technol. 2015, 64, 1–18. [Google Scholar] [CrossRef]
- Kitchenham, B.; Charters, S. Guidelines for Performing Systematic Literature Reviews in Software Engineering; Technical Report, Ver. 2.3 EBSE Technical Report; EBSE. Keele University and Durham University, 2007. Available online: https://www.bibsonomy.org/bibtex/227b256010a48688388374cf83b619b54/msn (accessed on 4 November 2020).
- Petersen, K.; Gencel, C. Worldviews, research methods, and their relationship to validity in empirical software engineering research. In Proceedings of the Joint Conference of the 23rd International Workshop on Software Measurement and the 8th International Conference on Software Process and Product Measurement, Ankara, Turkey, 22–25 October 2013; pp. 81–89. [Google Scholar] [CrossRef] [Green Version]
- Mousavi Hondori, H.; Khademi, M. A review on technical and clinical impact of microsoft kinect on physical therapy and rehabilitation. J. Med. Eng. 2014, 2014, 846514. [Google Scholar]
- Ghisio, S.; Coletta, P.; Piana, S.; Alborno, P.; Volpe, G.; Camurri, A.; Primavera, L.; Ferrari, C.; Guenza, C.M.; Moretti, P.; et al. An open platform for full body interactive sonification exergames. In Proceedings of the IEEE 7th International Conference on Intelligent Technologies for Interactive Entertainment (INTETAIN), Torino, Italy, 10–12 June 2015; pp. 168–175. [Google Scholar]
- Martín-Ruiz, M.L.; Máximo-Bocanegra, N.; Luna-Oliva, L. A virtual environment to improve the detection of oral-facial malfunction in children with cerebral palsy. Sensors 2016, 16, 444. [Google Scholar] [CrossRef]
- Bonnechere, B.; Omelina, L.; Jansen, B.; Van Sint Jan, S. Balance improvement after physical therapy training using specially developed serious games for cerebral palsy children: Preliminary results. Disabil. Rehabil. 2017, 39, 403–406. [Google Scholar] [CrossRef]
- Hernandez, H.A.; Graham, T.N.; Fehlings, D.; Switzer, L.; Ye, Z.; Bellay, Q.; Hamza, M.A.; Savery, C.; Stach, T. Design of an exergaming station for children with cerebral palsy. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, Austin, TX, USA, 5–10 May 2012; pp. 2619–2628. [Google Scholar] [CrossRef]
- Papangelis, A.; Mouchakis, G.; Texas, A.B.; Kosmopoulos, D.; Karkaletsis, V.; Makedon, F. A game system for remote rehabilitation of cerebral palsy patients. In Proceedings of the 5th International Conference on PErvasive Technologies Related to Assistive Environments, Crete Island, Greece, 6–8 June 2012; pp. 1–9. [Google Scholar] [CrossRef]
- Sheehan, D.P.; Katz, L. The effects of a daily, 6-week exergaming curriculum on balance in fourth grade children. J. Sport Health Sci. 2013, 2, 131–137. [Google Scholar] [CrossRef] [Green Version]
- Gerber, C.N.; Kunz, B.; van Hedel, H.J. Preparing a neuropediatric upper limb exergame rehabilitation system for home-use: A feasibility study. J. Neuroeng. Rehabil. 2016, 13, 33. [Google Scholar] [CrossRef] [Green Version]
- Munroe, C.; Meng, Y.; Yanco, H.; Begum, M. Augmented reality eyeglasses for promoting home-based rehabilitation for children with cerebral palsy. In Proceedings of the 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI), Christchurch, New Zealand, 7–10 March 2016. [Google Scholar] [CrossRef]
- Senette, C.; Trujillo, A.; Perrone, E.; Bargagna, S.; Buzzi, M.C.; Buzzi, M.; Leporini, B.; Piatti, A.E. An Interactive Cognitive-Motor Training System for Children with Intellectual Disability. In Proceedings of the International Conference on Universal Access in Human-Computer Interaction; Springer: Berlin/Heidelberg, Germany, 2018; pp. 571–582. [Google Scholar] [CrossRef]
- Tresser, S.; Kuflik, T.; Levin, I.; Weiss, P.L.T. Validation of a novel personalized therapeutic virtual gaming system. In Proceedings of the IEEE 2019 International Conference on Virtual Rehabilitation (ICVR), Tel Aviv, Israel, 21–24 July 2019; pp. 1–6. [Google Scholar] [CrossRef]
- Arman, N.; Tarakci, E.; Tarakci, D.; Kasapcopur, O. Effects of video games–based task-oriented activity training (Xbox 360 Kinect) on activity performance and participation in patients with juvenile idiopathic arthritis: A randomized clinical trial. Am. J. Phys. Med. Rehabil. 2019, 98, 174–181. [Google Scholar] [CrossRef]
- Valdés, B.A.; Glegg, S.M.; Lambert-Shirzad, N.; Schneider, A.N.; Marr, J.; Bernard, R.; Lohse, K.; Hoens, A.M.; Van der Loos, H.M. Application of commercial games for home-based rehabilitation for people with hemiparesis: Challenges and lessons learned. Games Health J. 2018, 7, 197–207. [Google Scholar] [CrossRef]
- Farr, W.J.; Green, D.; Bremner, S.; Male, I.; Gage, H.; Bailey, S.; Speller, S.; Colville, V.; Jackson, M.; Memon, A.; et al. Feasibility of a randomised controlled trial to evaluate home-based virtual reality therapy in children with cerebral palsy. Disabil. Rehabil. 2019, 1–13. [Google Scholar] [CrossRef]
- Sharan, D.; Ajeesh, P.; Rameshkumar, R.; Mathankumar, M.; Paulina, R.J.; Manjula, M. Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy. Work 2012, 41, 3612–3615. [Google Scholar] [CrossRef] [Green Version]
- Rostami, H.R.; Arastoo, A.A.; Nejad, S.J.; Mahany, M.K.; Malamiri, R.A.; Goharpey, S. Effects of modified constraint-induced movement therapy in virtual environment on upper-limb function in children with spastic hemiparetic cerebral palsy: A randomised controlled trial. NeuroRehabilitation 2012, 31, 357–365. [Google Scholar] [CrossRef]
- Gordon, C.; Roopchand-Martin, S.; Gregg, A. Potential of the Nintendo Wii™ as a rehabilitation tool for children with cerebral palsy in a developing country: A pilot study. Physiotherapy 2012, 98, 238–242. [Google Scholar]
- Cikajlo, I.; Rudolf, M.; Goljar, N.; Burger, H.; Matjačić, Z. Telerehabilitation using virtual reality task can improve balance in patients with stroke. Disabil. Rehabil. 2012, 34, 13–18. [Google Scholar] [CrossRef]
- Salem, Y.; Gropack, S.J.; Coffin, D.; Godwin, E.M. Effectiveness of a low-cost virtual reality system for children with developmental delay: A preliminary randomised single-blind controlled trial. Physiotherapy 2012, 98, 189–195. [Google Scholar] [CrossRef]
- Golomb, M.R.; McDonald, B.C.; Warden, S.J.; Yonkman, J.; Saykin, A.J.; Shirley, B.; Huber, M.; Rabin, B.; Abdel Baky, M.; Nwosu, M.E.; et al. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. Arch. Phys. Med. Rehabil. 2010, 91, 1–8. [Google Scholar] [CrossRef]
- Rahman, S.A.; Rahman, A. Efficacy of virtual reality-based therapy on balance in children with Down syndrome. World Appl. Sci. J. 2010, 10, 254–261. [Google Scholar]
- Rahman, M.A.; Hossain, D.; Qamar, A.M.; Rehman, F.U.; Toonsi, A.H.; Ahmed, M.; El Saddik, A.; Basalamah, S. A low-cost serious game therapy environment with inverse kinematic feedback for children having physical disability. In Proceedings of International Conference on Multimedia Retrieval, Glasgow, UK, 1–4 April 2014; pp. 529–531. [Google Scholar] [CrossRef]
- Afyouni, I.; Qamar, A.M.; Hussain, S.O.; Ur Rehman, F.; Sadiq, B.; Murad, A. Motion-based serious games for hand assistive rehabilitation. In Proceedings of the 22nd International Conference on Intelligent User Interfaces Companion, Limassol, Cyprus, 13–16 March 2017; pp. 133–136. [Google Scholar] [CrossRef]
- Daoud, M.I.; Alhusseini, A.; Ali, M.Z.; Alazrai, R. A Game-Based Rehabilitation System for Upper-Limb Cerebral Palsy: A Feasibility Study. Sensors 2020, 20, 2416. [Google Scholar] [CrossRef]
- Vallejo, D.; Gmez-Portes, C.; Albusac, J.; Glez-Morcillo, C.; Castro-Schez, J.J. Personalized Exergames Language: A Novel Approach to the Automatic Generation of Personalized Exergames for Stroke Patients. Appl. Sci. 2020, 10, 7378. [Google Scholar] [CrossRef]
- Tarkoma, S. Publish/Subscribe Systems: Design and Principles; John Wiley & Sons: Hoboken, NJ, USA, 2012. [Google Scholar]
- Robinet, F.; Arnaud, R.; Parisi, T.; Cozzi, P. gltf: Designing an open-standard runtime asset format. GPU Pro 2014, 5, 375–392. [Google Scholar]
ID | Question | Motivation |
---|---|---|
MQ1 | In which places are the rehabilitation systems used? | To determine if the system is designed to be used at home, preventing the patient from being checked by the therapist on the rehab centre. |
MQ2 | What is the communication mechanism between the user of the rehabilitation system and the therapist? | To know how the patient receives the feedback provided by the therapist. |
MQ3 | What are the devices used by the system? | To discover the devices most frequently used in rehabilitation systems to capture the movements of the patient. |
MQ4 | Which interaction paradigms are used? | To explore the different paradigms used to interact with the system. |
MQ5 | Which interaction styles are used? | To identify which are the interaction styles most used. |
MQ6 | Is there any methodology that therapists should follow to define the rehabilitation therapy? | To know if exergames should be designed and created following certain steps. |
MQ7 | Do the rehabilitation systems provide any support for adapting and customising rehabilitation exercises? | To determine if the system is capable of personalizing the exercises based on the patient’s needs and his or her evolution throughout the therapy. |
MQ8 | Do the systems provide any capability to automatically generate the exergames? | To know if the rehabilitation system is able to facilitate efficiently the creation of exergames. |
MQ9 | Do the systems include any gamification technique? | To identify whether the rehabilitation systems include gamification or serious games to motivate young patients. |
MQ10 | What are the gamification techniques used? | To explore the main and frequent gamification techniques used by the rehabilitation systems. |
Scope | Description | Terms |
---|---|---|
Population (P) | Studies that describe remote rehabilitation systems for young patients. | remote rehabilitation, physical therapy, physical rehabilitation, children, young patients, adolescents. |
Intervention (I) | Interaction paradigms and devices that allow the rehabilitation system to be used remotely (mainly at home), including gamification techniques to complete the physical therapy or rehabilitation, and supporting adaptation capabilities. | home, in-home, remote, virtual, virtual reality, augmented reality, gamification, serious games, exergames, personalized, customized. |
Comparison (C) | Not applicable, since the purpose of the study is to characterize the studies available in the literature. | |
Outcome (O) | The devices, paradigms and techniques used to develop remote rehabilitation systems based on gamification and serious games for young patients. |
Inclusion criteria | • Study focus: rehabilitation of young patients. |
• Serious game-based interventions simulating virtual rehabilitation environments. | |
• Articles in academic journals, conferences, workshops, books or doctoral theses. | |
• Publication date: between 2010 and 2020. | |
• Articles written in English or Spanish. | |
Exclusion criteria | • Publications available in the form of abstracts or powerpoint presentations. |
• Personal blog or web pages. | |
• Intrusive devices, e.g., wearables, sensors, exoskeletons and HMD. | |
• Studies focusing on adult patients (>20 years). | |
• Work that have not followed a peer review. |
Data Item | Value | MQ |
---|---|---|
Study ID | Number | |
Year | Year of publication | |
Author Name | Names of the authors | |
Publication Title | Name of the journal or conference in which the article was published | |
Relevance | Manual classification ranging from A (high relevance) to C (low relevance) | |
Place | Remote/R.centre | MQ1 |
Communication | Synchronous/Asynchronous | MQ2 |
Devices | Kinect, Wii mote, Leap Motion, Physical controller, Physical sensors | MQ3 |
Interaction paradigm | Virtual Reality/Augmented Reality/Desktop/Independent | MQ4 |
Interaction style | Natural User Interface (air-based)/Physical controller/Independent | MQ5 |
Method | Yes/No | MQ6 |
Patient Adaptation | Yes/No | MQ7 |
Automatic Game Generation | Yes/No | MQ8 |
Gamification | Yes/No | MQ9 |
Game Techniques | Basic/Standard/Advanced | MQ10 |
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/).
Share and Cite
Gmez-Portes, C.; Lacave, C.; Molina, A.I.; Vallejo, D. Home Rehabilitation Based on Gamification and Serious Games for Young People: A Systematic Mapping Study. Appl. Sci. 2020, 10, 8849. https://doi.org/10.3390/app10248849
Gmez-Portes C, Lacave C, Molina AI, Vallejo D. Home Rehabilitation Based on Gamification and Serious Games for Young People: A Systematic Mapping Study. Applied Sciences. 2020; 10(24):8849. https://doi.org/10.3390/app10248849
Chicago/Turabian StyleGmez-Portes, Cristian, Carmen Lacave, Ana I. Molina, and David Vallejo. 2020. "Home Rehabilitation Based on Gamification and Serious Games for Young People: A Systematic Mapping Study" Applied Sciences 10, no. 24: 8849. https://doi.org/10.3390/app10248849
APA StyleGmez-Portes, C., Lacave, C., Molina, A. I., & Vallejo, D. (2020). Home Rehabilitation Based on Gamification and Serious Games for Young People: A Systematic Mapping Study. Applied Sciences, 10(24), 8849. https://doi.org/10.3390/app10248849