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Title Motion-Control Video Games to Train and Assess the Articular Range of Motion in Physical Therapy Sessions
Authors Eric Contreras, Matías Orellana Silva, Maria Gabriela Hidalgo, Jorge A. Gutiérrez, Francisco Gutierrez
Publication date 2024
Abstract Physical therapy sessions are usually long, repetitive,
and
painful. As a way to increase adherence to this kind of treatment, video
games have emerged as a valuable asset due to their ability to foster
engaging and flow experiences. However, the design of assistive video games
requires integrating multiple layers of art and practice, ranging from game
design to specialized domain-specific knowledge. In this paper, we report
the design of a prototype video game aiming to train and assess the
articular range of motion in physical therapy sessions, i.e., the extent or
limit to which a part of the body can be moved around a joint or a fixed
point. Such a video game explicitly uses Nintendo Switch Joy-Cons,
state-of-the-art, and readily available off-the-shelf motion-based video
game controls. As a case study, we sought to provide alternative ways to
exercise the range of motion in burned children in a way that they could
find engaging, yielding results that could be comparable to those obtained
by more traditional means, such as with a goniometer. We conducted a
proof-of-concept study involving a sample of domain experts working with
patients from this population (e.g., physiatrists and therapists) as well as
with a sample of potential end-users to gauge the perceived usefulness and
adoption potential of the conceived solution. Our results are highly
encouraging, providing more evidence of the effectiveness of (serious) video
games for rehabilitation.
Pages 22-33
Conference name Human-Computer Interaction in Games
Publisher Springer Nature Switzerland AG (Cham, Switzerland)
Reference URL View reference page