Gamification in Physical Rehabilitation of Amputees: A Serious Game-Based Approach
Abstract
This article describes a solution that aims to make the process of physical rehabilitation more attractive for amputees through a solution based on medical informatics and gamification. Considering the patient’s difficulties during physiotherapy sessions (such as trauma, the pain recovery process, and motivation), this work proposes a serious game using sensors and microcontrollers that allow more engaging and challenging sessions. This relaxed approach is intended to direct the patient to a state of immersion in treatment, resulting in greater effectiveness in physiotherapy, and provide a tool for the therapist to monitor the evolution of patients during this process. Some initial experiments were performed, and the results showed that the tool is promising in proposing a more playful and motivating physical rehabilitation environment.
References
ARANDIA, N., Garate, J. I., and Mabe, J. (2022). Embedded sensor systems in medical devices: Requisites and challenges ahead. Sensors, 22(24):9917.
BERTRAN, F. A. (2014). The revolution of fun: a study of applied games and fun in non-entertainment contexts. master’s thesis.
CIEZA, A., CAUSEY, K., KAMENOV, K., HANSON, S. W., CHATTERJU, S., and VOS, T. (2020). Global estimates of the need for rehabilitation based on the global burden of disease study 2019: a systematic analysis for the global burden of disease study 2019. The Lancet, 396(10267):2006–2017.
GRAY, K. and SOCKOLOW, P. (2016). Conceptual models in health informatics research: A literature review and suggestions for development. JMIR Med Inform, 4(1):e7.
JOY-IT (2017). KY-023 Joystick module (XY-Axis). [online; acesso em 18-Junho-2023].
LLC., W. F. E. (2015). PulseSensor. [online; acesso em 18-Junho-2023].
MATOS, D. R., NAVES, J. F., and ARAUJO, T. C. C. F. D. (2020). Quality of life of patients with lower limb amputation with prostheses. Estudos de Psicologia (Campinas), 37(Estud. psicol. (Campinas), 2020 37).
MATOS, N., SANTOS, A., and VASCONCELOS, A. (2014). Kinteract: A multi-sensor physical rehabilitation solution based on interactive games. ICST.
MICROSYSTEMS, A. (2022). Low-Noise Linear Hall-Effect Sensor ICs with Analog Output. [online; acesso em 18-Junho-2023].
MOUSAVI HONDORI, H. and KHADEMI, M. (2014). A review on technical and clinical impact of microsoft kinect on physical therapy and rehabilitation. Journal of medical engineering, 2014.
ROSIQUE, F., Losilla, F., and Navarro, P. J. (2021). Applying vision-based pose estimation in a telerehabilitation application. Applied Sciences, 11(19):9132.
SOUZA, C. H. R., de Oliveira, D. M., do Nascimento, D. F., de Oliveira Berretta, L., and de Carvalho, S. T. (2022). A serious games and game elements based approach for patient telerehabilitation contexts. Journal on Interactive Systems, 13(1):179–191.
TECHNOLOGIES, A. (2015). 3-lead Muscle / Electromyography Sensor for Microcontroller Applications. [online; acesso em 18-Junho-2023].
VAN DIEST, M., Lamoth, C. J., Stegenga, J., Verkerke, G. J., and Postema, K. (2013).Exergaming for balance training of elderly: state of the art and future developments. Journal of neuroengineering and rehabilitation, 10(1):1–12.
