A Systematic Mapping of Serious Games for the Rehabilitation of Fine Motor Coordination

  • Rafael A. Pereira UTFPR
  • Vinicius S. Garcia da Luz UTFPR
  • Yasmin Riemer UTFPR
  • Simone N. Matos UTFPR
  • Rui P. Lopes Instituto Politécnico de Bragança

Resumo


Motor development is an important part of an individual's evolution and the Serious game creation is a useful tool when used in motor development. This article carried out a systematic mapping to identify an overview of games aimed at rehabilitating fine motor skills. The objective was to identify scientific literature that addresses activities that stimulate the player's motor coordination and verify which ones are specific for fine motor skills and their characteristics. It was concluded that the use of mobile devices is still little explored, but it is a potential tool for the development of solutions for the rehabilitation of fine motor skills because it includes technologies such as accelerometer, gyroscope, and touchscreen, which allow the assessment of balance, tremors, direction, and tilt of the device. In addition, the touchscreen allows movements such as tapping, dragging, and pinching. Another finding is the lack of motor assessment methodologies, artificial intelligence applications, and game frameworks for coordination rehabilitation development.

Palavras-chave: serious games, fine motor coordination, rehabilitation

Referências

Antonio, B. A., et al. (2020). Uso do acelerômetro e giroscópio no monitoramento de movimento: uma avaliação comparativa por meio de unidade inercial e smartphone. Revista Brasileira de Educação Física e Esporte, 34(3), 429-436.

Afyouni, I., et al. (2017). Motion-based serious games for hand assistive rehabilitation. In Proceedings of the 22nd International Conference on Intelligent User Interfaces Companion (pp. 133-136).

APA (Am Psychiatric Assoc) (2000). Diagnosis and statistical manual of mental disorder (DSM-IV-TR) (4th ed.).

Brandão, A., et al. (2010). Jecripe: stimulating cognitive abilities of children with down syndrome in pre-scholar age using a game approach. In Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology (pp. 15-18).

Cai, S., et al. (2018). A case study of gesture-based games in enhancing the fine motor skills and recognition of children with autism. Interactive Learning Environments, 26(8), 1039-1052.

Carabeo, C. G. G., et al. (2014). Stroke patient rehabilitation: A pilot study of an android-based game. Simulation & Gaming, 45(2), 151-166.

Carneiro, F., et al. (2018). A gamified approach for hand rehabilitation device. International Journal of Online Engineering, 14(1).

Chia, F. Y., & Saakes, D. (2014). Interactive training chopsticks to improve fine motor skills. In Proceedings of the 11th Conference on Advances in Computer Entertainment Technology (pp. 1-4).

Chung, A. T., et al. (2017). Effect of fine-motor-skill activities on surgical simulator performance. Journal of Cataract & Refractive Surgery, 43(7), 915-922.

Cruz, A. P. (2014). O uso da realidade virtual como ferramenta de inovação para reabilitação de pacientes com doença de Parkinson: uma revisão sistemática. Caderno de Graduação- Ciências Biológicas e da Saúde-UNIT-SERGIPE, 2(3), 97-110.

Fernández-González, P., et al. (2019). Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson’s disease: a feasibility study. Journal of neuroengineering and rehabilitation, 16(1), 1-10.

Finkelstein, H. (1930). Stenosing tendovaginitis at the radial styloid process. JBJS, 12(3), 509-540.

Foletto, A. A., et al. (2018). Serious Games for Parkinson's Disease Fine Motor Skills Rehabilitation Using Natural Interfaces. In MEDINFO 2017: Precision Healthcare Through Informatics: Proceedings of the 16th World Congress on Medical and Health Informatics (Vol. 245, p. 74). IOS Press.

Garcia da Luz, V. S. (2021). Método para ajuste de nível de dificuldade em jogos educacionais fundamentado em aprendizagem de máquina. Master's thesis, Universidade Tecnológica Federal do Paraná). GSMA (2021). The mobile Economy 2021. https://www.gsma.com/mobileeconomy/latam/, Outubro de 2022.

Hidalgo, J. C. C., (2018). Serious game to improve fine motor skills using leap motion. In 2018 Congreso Argentino de Ciencias de la Informática y Desarrollos de Investigación (CACIDI) (pp. 1-5). IEEE.

Kitchenham, B., & Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering.

León, M. A., et al. (2018). Virtual rehabilitation system for fine motor skills using a functional hand orthosis. In International Conference on Augmented Reality, Virtual Reality and Computer Graphics (pp. 78-94). Springer, Cham.

Meftah, C., et al. (2017). Serious Games Modeling. In Proceedings of the 2nd international Conference on Big Data, Cloud and Applications (pp. 1-6).

Merchán-García, D. A., et al. (2020). Development of an arcade controller for children with intellectual disabilities to improve fine motor skills through video games. In 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX) (pp. 1-4). IEEE.

Nemoto, T., & Beglar, D. (2014). Developing Likert-scale questionnaires. In N. Sonda & A. Krause (Eds.), JALT2013 Conference Proceedings. Tokyo: JALT.

Pellegrini, A. M. (2000). A aprendizagem de habilidades motoras I: o que muda com a prática. Revista Paulista de Educação Física, 3, 29-34.

Pereira, R. A., et al. (2021). A Systematic Mapping of Serious Games for Oral Health. In CSEDU (pp. 400-407).

Pessoa, J. H. D. L. (2003). Desenvolvimento da criança, uma visão pediátrica. Sinopse de Pediatria, 9(3), 72-77.

Posada‐Gómez, R., et al. (2016). An interactive system for fine motor rehabilitation. Rehabilitation Nursing.

Pruna, E., et al. (2018). Immersive Virtual System Based on Games for Children’s Fine Motor Rehabilitation. In International Conference on Augmented Reality, Virtual Reality and Computer Graphics (pp. 30-42). Springer, Cham.

Ruiz-Rodriguez, A., et al. (2019). Gesture-based Video Games to Support Fine-Motor Coordination Skills of Children with Autism. In Proceedings of the 18th ACM International Conference on Interaction Design and Children (pp. 610-615).

Shah, V., et al. (2019). A rhythm-based serious game for fine motor rehabilitation using leap motion. In 2019 58th Annual Conference of the Society of Instrument and Control Engineers of Japan (SICE) (pp. 737-742). IEEE.

Souza, E. G., & Classe, T. M. (2021). Design de Jogos Digitais para Reabilitação Motora de Pessoas com Baixa Renda. In Anais da VII Escola Regional de Sistemas de Informação do Rio de Janeiro (pp. 116-119). SBC. Techtudo. (2014). O que é e como funciona o leap motion. https://www.techtudo.com.br/noticias/2014/05/o-que-e-leap-motion.ghtml, Outubro de 2022.

Wang, I. F., et al. (2016, May). PinchFun: A Fine Motor Training Game for Preschool Children with Developmental Delay. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (pp. 152-155).

Williamson, T. (2021). History of computers: A brief timeline, https://www.livescience.com/20718-computer-history.html, Outubro de 2022.

Zhao, H., et al. (2021). C-Hg: A Collaborative Haptic-Gripper Fine Motor Skill Training System for Children with Autism Spectrum Disorder. ACM Transactions on Accessible Computing (TACCESS), 14(2), 1-28.

Zhao, H., et al. (2017). Design of a haptic virtual system for improving fine motor skills in children with autism. In International conference on applied human factors and ergonomics (pp. 204-216). Springer, Cham.

Zhu, G., et al. (2015). A series of leap motion-based matching games for enhancing the fine motor skills of children with autism. In 2015 IEEE 15th International Conference on Advanced Learning Technologies (pp. 430-431). IEEE.
Publicado
24/10/2022
PEREIRA, Rafael A.; LUZ, Vinicius S. Garcia da; RIEMER, Yasmin; MATOS, Simone N.; LOPES, Rui P.. A Systematic Mapping of Serious Games for the Rehabilitation of Fine Motor Coordination. In: TRILHA DE EDUCAÇÃO – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 21. , 2022, Natal/RN. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 552-561. DOI: https://doi.org/10.5753/sbgames_estendido.2022.224988.