Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine
Abstract
1. Introduction
2. Materials and Methods
2.1. Approach
2.2. Patients
2.3. Ethics
2.4. Procedure
- (i)
- It could be utilized during standard rehabilitation sessions at ERC, with guidance and supervision of the medical staff (Figure 2). The content of the session was a serious game depending on the abilities, preferences, or therapeutic aim of the child. This usage mode was suitable for families who currently lived in Ukraine and came for rehabilitation in ERC.
- (ii)
- Alternatively, physical therapists could use it with remote supervision; the therapist created the training program in this option, and the child tried it remotely at their home or institution (Figure 2). Remote supervision served families who fled away from Ukraine and lived abroad.
2.5. Metrics and Instruments
3. Results
3.1. Patients’ Characteristics
3.2. Quantitative Analysis
3.3. Qualitative Analysis
4. Discussion
4.1. Main Results and Contributions of the Study
4.2. Requirements for the Technologies in a War Conflict Setting
- (i)
- The equipment must be lightweight and not restrict the children’s movements, as it is crucial for them to reach shelter quickly in the event of an air alarm.
- (ii)
- The hardware and software should be energy-efficient, considering the possible shortages caused by attacks on the infrastructure. Every family needs to use energy prudently.
- (iii)
- Technologies must be tailored for children with disabilities, and the context must be considered, as many children are sensitive to loud, unexpected noises and bright lights commonly found in commercial video games and services.
- (iv)
- The hardware and software should be affordable for most families in a low- or middle-income country affected by the war.
- (v)
- Technologies should not be overly complex and should not require extensive clinical and technical support, given the shortage of staff.
4.3. Feasibility of Use of Serious Games for Children with Disabilities in Ukraine
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
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Serious Games | Description | Motion to Control the Games | Therapeutic Targets |
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Crazy Racing ab | In this racing game, each level assigns a specific task to the player. The character is required to capture designated objects, engage in races against other cars, and navigate through diverse road networks. |
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Crusher b | A dynamic action game that incorporates diverse bodily movements for the purpose of demolishing structures and transporting objects, all within the context of controlling a monstrous character. |
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Hex b | Players assume control of a witch navigating the skies on her broom through intuitive body movements. As the levels progress, the character’s speed increases, presenting players with the opportunity to explore diverse environments and confront an array of challenges. |
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Hungry Woo a | In this game, the central theme revolves around the player’s mission to nourish a cat. The primary objective involves skillfully capturing food items while skillfully evading non-edible objects. As the game advances, the pace intensifies, and the nature of encountered objects undergoes dynamic transformations at each successive level. |
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Paddle Waddle ab | In this action-packed game, the primary objective is to sustain the perpetual motion of balls through adept rebounding using a paddle. Along the journey, players have the opportunity to accumulate stars, enhancing their point tally and unlocking access to more advanced levels. As players progress, the velocity of the balls escalates, accompanied by the revelation of new puzzle pictures. In addition to striving for individual accomplishments, participants can engage in global competition, vying for the highest score and earning rewards for surpassing existing records. |
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Pongo Paddle ab | An iteration of the Paddle Waddle game, this action-packed variant centers around the core objective of maintaining the perpetual motion of balls through adept rebounding with a paddle. Along the gaming journey, players can gather stars to amass points and advance to more challenging levels. As young participants progress, the ball speed escalates, unveiling new puzzle pictures for added intrigue. In addition to pursuing personal achievements, players have the opportunity to engage in global competition, vying for the top spot on the leader board. By striving to achieve the highest score, participants can earn coveted rewards for surpassing existing records, enhancing the competitive and rewarding aspects of this thrilling gaming experience. |
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Roxer ab | In this melodic gaming experience, players engage in a musical journey where their task is to synchronize with the rhythm to craft enchanting melodies. The game offers the flexibility of using pre-existing songs or composing original tunes, allowing for a personalized and creative musical expression. Players must follow the beat meticulously, whether it be to the harmonies of established tracks or the unique compositions they create themselves, resulting in a harmonious and immersive gameplay experience |
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Super Surfer ab | Players take command of their surfboard, embarking on an exciting journey to explore novel environments while strategically collecting stars. These accumulated stars contribute to the overall point tally, enhancing the player’s score. As participants skillfully navigate the waves, the dynamic interaction with the environment adds an element of discovery and adventure to the gaming experience, making “Super Surfer” an exhilarating pursuit of points and exploration. |
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Up-You Go b | In this dynamic action game designed for comprehensive engagement, players utilize both hands and arms to control a determined character striving to ascend to the summit. The gameplay involves skillfully navigating through challenges, including the act of shoving falling rocks out of the way, incapacitating mobile adversaries, and unraveling intricate puzzles. The dual-handed interaction not only adds a physical dimension to the gaming experience but also demands strategic coordination for the successful progression of the character towards the pinnacle. |
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Variables | Values |
---|---|
Age, mean ± SD | 11 ± 2.2 years |
Gender, female | 120, 65% |
Place of residence | |
Ukraine (SG platform used on-site) | 166, 89% |
Western regions | 76, 46% |
Central and Northern regions | 34, 20% |
Eastern and Southern regions | 56, 34% |
Outside Ukraine (SG platform used online) | 20, 11% |
Diagnosis | |
Cerebral Palsy | 121, 65% |
Spastic Type | 107, 88% |
Ataxic Type | 6, 5% |
Dyskinetic Type | 8, 7% |
Developmental Coordination Disorders | 45, 24% |
Other Developmental Disabilities | 20, 11% |
Serious Games | Enjoyment (Mean ± SD) | Therapeutic Benefit (Mean ± SD) |
---|---|---|
Crazy Racing | 4.6 ± 0.3 | 4.2 ± 0.5 |
Hungry Woo | 4.2 ± 0.6 | 3.9 ± 0.7 |
Super Surfer | 4.1 ± 0.4 | 4.0 ± 0.6 |
Hex | 4.0 ± 0.5 | 3.8 ± 0.8 |
Roxer | 3.8 ± 0.7 | 3.7 ± 0.8 |
Crusher | 3.7 ± 0.7 | 3.6 ± 0.7 |
Paddle Waddle | 3.5 ± 0.8 | 3.2 ± 0.9 |
Pongo Paddle | 3.4 ± 0.9 | 3.1 ± 0.8 |
Up-You Go | 3.3 ± 0.8 | 3.0 ± 0.9 |
Theme | Frequency | Illustrative Quote | Implications |
---|---|---|---|
Engagement | 100% | “She asks to play every day—it’s her favorite therapy now.” | High intrinsic motivation for sustained use. |
Recommendations | 81% | “Add more games like Crazy Racing—my child loves the races.” | Preference for action-based, reward-driven SG. |
Therapeutic Perceptions | 71% | “His balance improved after 5 days with the board.” | Games perceived as adjunct therapy. |
Emotional Impact | 62% | “She laughed more after playing; it distracted her from war stress.” | Potential psychosocial benefits beyond motor gains. |
Technical Barriers | 57% | “Power cuts interrupted sessions; we needed offline options.” | Critical need for offline functionality. |
Diagnostic Tools | 33% | “The balance test was useful but hard to calibrate at home.” | Demand for simplified remote assessments. |
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© 2025 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 (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Kushnir, A.; Kachmar, O.; Bonnechère, B. Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine. Appl. Sci. 2025, 15, 8526. https://doi.org/10.3390/app15158526
Kushnir A, Kachmar O, Bonnechère B. Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine. Applied Sciences. 2025; 15(15):8526. https://doi.org/10.3390/app15158526
Chicago/Turabian StyleKushnir, Anna, Oleh Kachmar, and Bruno Bonnechère. 2025. "Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine" Applied Sciences 15, no. 15: 8526. https://doi.org/10.3390/app15158526
APA StyleKushnir, A., Kachmar, O., & Bonnechère, B. (2025). Feasibility and Perceptions of Telerehabilitation Using Serious Games for Children with Disabilities in War-Affected Ukraine. Applied Sciences, 15(15), 8526. https://doi.org/10.3390/app15158526