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Rehabilitation Games in Real-World Clinical Settings: Practices, Challenges, and Opportunities

Published: 08 November 2020 Publication History

Editorial Notes

The authors have requested minor, non-substantive changes to the VoR and, in accordance with ACM policies, a Corrected VoR was published on March 15, 2021. For reference purposes the VoR may still be accessed via the Supplemental Material section on this page.

Abstract

Upper-limb impairments due to stroke can severely affect the quality of life in patients. Scientific evidence supports that repetitive rehabilitation exercises can improve motor ability in stroke patients. Rehabilitation games gained tremendous interest among researchers and clinicians because of their potential to make the seemingly mundane, enduring rehabilitation therapies more engaging. However, routine and longitudinal use of rehabilitation games in real-world clinical settings has not been investigated in depth. Particularly, we know little about current practices, challenges, and their potential impacts on therapeutic outcomes. To address this gap, we established a partnership with a rehabilitation hospital where game-assisted rehabilitation was routinely employed over a 2-year period. We then conducted an observational study, in which we observed 11 game-assisted therapy sessions and interviewed 15 therapists who moderated the therapy. Significant findings include (1) different engagement patterns of stroke patients in game-assisted therapy, (2) imperative roles of therapists in moderating games and challenges that therapists face during game-assisted therapy, and (3) lack of support for therapists in delivering patient-centered, personalized therapy to individual stroke patients. Furthermore, we discuss design implications for more effective rehabilitation game therapies that take into consideration both patients and therapists and their specific needs.

Supplementary Material

3418197-vor (3418197-vor.pdf)
Version of Record for "Rehabilitation Games in Real-World Clinical Settings: Practices, Challenges, and Opportunities" by Jung et al., ACM Transactions on Computer-Human Interaction, Volume 27, Issue 6 (TOCHI 27:6).

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      cover image ACM Transactions on Computer-Human Interaction
      ACM Transactions on Computer-Human Interaction  Volume 27, Issue 6
      December 2020
      267 pages
      ISSN:1073-0516
      EISSN:1557-7325
      DOI:10.1145/3434240
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      Published: 08 November 2020
      Accepted: 01 July 2020
      Revised: 01 May 2020
      Received: 01 July 2019
      Published in TOCHI Volume 27, Issue 6

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      1. Serious games
      2. neofect rapael smart board
      3. post-stroke patients
      4. rehabilitation
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