Abstract

AbstractConsumer gaming platforms such as the Nintendo Wii and Xbox Kinect have been used for therapeutic purposes with varying levels of success. One limitation is the fact that most commercially available video games are designed for the general population and are often overwhelming and difficult for patients to use that present with motor and cognitive impairments as a result of brain injury. Specialized therapeutic medical devices are not only expensive and non-portable, they also make limited use of video games features to better engage and motivate the patient. This study aims to overcome these shortcomings and provide game developers and stakeholders with a more nuanced understanding of how video game technology can be effectively used for physical therapy. A collaborative initiative involving a group of software developers, hardware designers and physical therapists, set out to identify and address the issues that have made the adoption of existing game platforms for therapeutic purposes problematic in a clinical setting. The outcome of this initiative is PocketPT – a personalized therapeutic game platform that provides a therapist designed and configured therapeutic game experience that is customized for a particular patient’s unique presentation. Results from an initial clinical study with participants with brain injuries are reported and discussed.

Highlights

  • Brain injury (BI) is defined as a pathology that is acquired from traumatic or non-traumatic causes in an individual that previously had an intact neurological system

  • Following a brain injury individuals participate in rehabilitation, including physical therapy, in order to address the wide range of impairments that can affect physical, cognitive, and psychological functioning

  • Postural control consists of three main functions: the ability to maintain an upright position, stabilize during voluntary movements, and react to external movements or perturbations

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Summary

BACKGROUND

Previous literature has reported the feasibility and therapeutic effect of using video games to improve upper extremity function post-stroke and postural control in older adult presentation. Results from an initial clinical study with population and following brain injury. We participants with brain injuries are reported and discussed We discuss the more experimental approaches still being explored by researchers and reported in the literature, but not widely adopted by therapists to-date

INTRODUCTION
Commercial Approaches
Experimental Approaches
DESIGN METHODOLOGY
Initial Findings
Historical Background
Game Configurability
CLINICAL EVALUATION
Findings
FUTURE WORK

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