Abstract
Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training.
Highlights
Adherence of patients to interventions remains a key challenge in rehabilitation medicine [1]
The stroke rehabilitation literature includes a large number of publications that use serious games
The serious games used in stroke rehabilitation are showing significant benefits for the users, most notably an increased number of repetitions performed, which is a prime goal for this kind of rehabilitation [6]
Summary
Citation for published version: Garske, CA, Dyson, M, Dupan, S, Morgan, G & Nazarpour, K 2021, 'Serious Games Are Not Serious Enough for Myoelectric Prosthetics', JMIR Serious Games, vol 9, no.
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