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Article

Toward Evaluation of the Subjective Experience of a General Class of User-Controlled, Robot-Mediated Rehabilitation Technologies for Children with Neuromotor Disability

1
MedStar Health Research Institute, Hyattsville, MD 20782, USA
2
Department of Rehabilitation Medicine, Georgetown University Medical Center, Washington, DC 20057, USA
3
Children’s National Medical Center, Washington, DC 20010, USA
4
Department of Public and Community Health, University of West Attica, 12243 Aigaleo, Greece
5
Children’s Hospital of Philadelphia, Philadelphia, PA 19104, USA
*
Author to whom correspondence should be addressed.
Informatics 2020, 7(4), 45; https://doi.org/10.3390/informatics7040045
Received: 1 September 2020 / Revised: 11 October 2020 / Accepted: 13 October 2020 / Published: 19 October 2020
(This article belongs to the Special Issue Feature Papers: Health Informatics)
Technological advances in game-mediated robotics provide an opportunity to engage children with cerebral palsy (CP) and other neuromotor disabilities in more frequent and intensive therapy by making personalized, programmed interventions available 24/7 in children’s homes. Though shown to be clinically effective and feasible to produce, little is known of the subjective factors impacting acceptance of what we term assistive/rehabilitative (A/R) gamebots by their target populations. This research describes the conceptualization phase of an effort to develop a valid and reliable instrument to guide the design of A/R gamebots. We conducted in-depth interviews with 8 children with CP and their families who had trialed an exemplar A/R gamebot, PedBotHome, for 28 days in their homes. The goal was to understand how existing theories and instruments were either appropriate or inappropriate for measuring the subjective experience of A/R gamebots. Key findings were the importance of differentiating the use case of therapy from that of assistance in rehabilitative technology assessment, the need to incorporate the differing perspectives of children with CP and those of their parents into A/R gamebot evaluation, and the potential conflict between the goals of preserving the quality of the experience of game play for the child while also optimizing the intensity and duration of therapy provided during play. View Full-Text
Keywords: game-based therapy; robot-mediated therapy; neuromotor disability; cerebral palsy; subjective assessment; patient-centered assessment; caregiver burden; ankle range of motion; ankle strengthening; home exercise program game-based therapy; robot-mediated therapy; neuromotor disability; cerebral palsy; subjective assessment; patient-centered assessment; caregiver burden; ankle range of motion; ankle strengthening; home exercise program
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MDPI and ACS Style

Schladen, M.M.; Cleary, K.; Koumpouros, Y.; Monfaredi, R.; Salvador, T.; Talari, H.F.; Slagle, J.; Coley, C.; Kovelman, S.; Belschner, J.; Evans, S.H. Toward Evaluation of the Subjective Experience of a General Class of User-Controlled, Robot-Mediated Rehabilitation Technologies for Children with Neuromotor Disability. Informatics 2020, 7, 45. https://doi.org/10.3390/informatics7040045

AMA Style

Schladen MM, Cleary K, Koumpouros Y, Monfaredi R, Salvador T, Talari HF, Slagle J, Coley C, Kovelman S, Belschner J, Evans SH. Toward Evaluation of the Subjective Experience of a General Class of User-Controlled, Robot-Mediated Rehabilitation Technologies for Children with Neuromotor Disability. Informatics. 2020; 7(4):45. https://doi.org/10.3390/informatics7040045

Chicago/Turabian Style

Schladen, Manon M., Kevin Cleary, Yiannis Koumpouros, Reza Monfaredi, Tyler Salvador, Hadi F. Talari, Jacob Slagle, Catherine Coley, Staci Kovelman, Justine Belschner, and Sarah H. Evans 2020. "Toward Evaluation of the Subjective Experience of a General Class of User-Controlled, Robot-Mediated Rehabilitation Technologies for Children with Neuromotor Disability" Informatics 7, no. 4: 45. https://doi.org/10.3390/informatics7040045

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