Monday, July 21, 2014

Therapist-friendly Kinect games

Qualitative study

Design and Evaluation of Virtual Reality-Based Therapy Games with Dual Focus on Therapeutic Relevance and User Experience for Children with Cerebral Palsy Ni, L. T., Fehlings, D. & Biddiss, E., Games for Health, 3(3), 2014-07-18
DOI 10.1089/g4h.2014.0003



Link to abstract: online.liebertpub.com/doi/abs/10.1089/g4h.2014.0003 journalCode=g4h

Objective: This qualitative study evaluates two therapist-made Xbox Kinect games, designed for fun, engagement and therapeutic value, for therapeutic relevance and user experience.

Process: Six therapists and eight 8 – 12 year old children (GMFCS I – III) scored questionnaires before and after playing custom Kinect games designed by therapists.

Outcomes: Therapists rated the games as of "average usability" and were able to focus and grade game play. They reported tracking problems (the system had difficulty distinguishing children’s movements from the assisting therapist’s). Children learned to beat the game. The games were "engaging to the child and therapeutically relevant".

Tuesday, July 8, 2014

Kinect game for children with CP

Gamification of physical therapy for the treatment of pediatric cerebral palsy: A pilot study examining player preferences. Whittinghill, D. & Brown, J. (2014), American Society for Engineering Education 121st Annual Conference & Exposition, Indianapolis, IN.

Pilot study

Link to content: www.asee.org/public/conferences/32/papers/10954/view

Objective: Few active games are made to meet the clinical needs of children with cerebral palsy. The authors created a Microsoft Xbox Kinect game based on the upper body physical therapy routines typically prescribed for children with cerebral palsy, and tested it for player satisfaction. Burnie is juvenile, whimsical and rich in positive feedback. "Reframing the therapy experience is the essence of Burnie’s gamification."

Method: A convenience sample of 21 6 – 34 year olds with and without cerebral palsy played Burnie for 15 minutes, then completed a post-game questionnaire.

Results: A Likert scale with 1 being least favourable and 10 most favourable returned values of overall enjoyment 6.75, pleasing esthetics 7.65 and pleasing game controls 5.4. A lower value on game controls may be a function of the discomfort experienced as a part of therapy exercise, a desired therapy outcome. Overall, the authors feel this study leads to a better 'behaviorally oriented physical therapy game experience'.

Tuesday, July 1, 2014

Wii for UE for CP hemiplegia

Upper limb training using Wii Sports Resort for Children with Hemiplegic Cerebral Palsy: a Randomized, Single-blind Trial
Chiu, HC., Ada, L. & Lee, HM. Clinical Rehabilitation, 2014, May 21
DOI: 10.1177/0269215514533709

Link to abstract: www.ncbi.nlm.nih.gov/pubmed/24849793

Objective: For children with cerebral palsy, are there sustainable gains from a six-week home trial of Wii vs. traditional therapy?

Method: 62 children 6 – 13 years old (GMFCS levels I – V) played Wii bowling, air sports, frisbee and basketball at home 3 times weekly for 6 weeks. In addition all children received traditional therapy 3 times weekly. Participation, coordination, strength and hand function were measured at baseline, 6 and 12 weeks.

Results: Overall, the children completed 96% of all home-based Wii sessions and increased their Wii scores on all games through the test period. There were no differences in coordination or hand function noted. An increase in grip strength between the experimental and control groups was shown at 12 weeks. This may be related to the forced use of the children’s affected hand and arm. Anecdotes from caregivers report new hand movements and increased functional movements.