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when did gamified rehab start

by Catharine Harber Published 3 years ago Updated 1 year ago
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Is gamification the future of health care?

Jul 28, 2021 · Here, we describe a robot-based gamified exercise system for long-term post-stroke rehabilitation, which can track the performance of patients over time. The system also has a computer-based configuration (with no robot) and includes a gamified set of functional tasks from the everyday life of the person, such as reaching to a cup or turning a ...

What happened to the original rehab?

Mar 21, 2022 · Robot-Enabled Gamified Neurorehabilitation (RGN) Robot-mediated rehabilitation for stroke is supported by a substantial body of literature and is shown to enable high-intensity, high-repetition, adaptive, and quantifiable motor training. Of the available robotic technologies, most come standard with gamification.

Who are the members of rehab?

A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot-methodology and usability testing J Neuroeng Rehabil . 2021 Jul 28;18(1):122. doi: 10.1186/s12984-021-00915-2.

Does gamification make the best use of behavioral economic principles?

Oct 10, 2017 · Ellia Pikri. October 10, 2017. Despite winning 30 awards, acceleration from MaGIC, our PM Najib’s note of their product, and pretty extensive media attention in 2014, this year sees a rehab-based startup called Techcare toiling away in relative silence. While the team of three founders has expended a lot of effort and research into developing a product that can be …

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With more refinement on their value proposition, the Techcare CR2-Haptic came to be. It was project zero that began their Techcare development

In fact, Kang Xiang’s beginnings with the NASAM centre cycled back home when Techcare began working with the organisation 3 to 4 years ago.

Despite that, the team needs a bit more help with traction

Unfortunately, bleeding hearts don’t pay the bills. And after graduating the MaGIC program with their idea, the team is now in the Cyberview Living Lab Accelerator to turn the startup into a viable, profitable business.

What is gamification in rehabilitation?

Research trends in gamification have shown a significant diversity in various areas of e-health, particularly in addressing the issues of rehabilitation and physical activity. Rehabilitation requires better engaging tools that help to increase the patient’s motivation and engagement in particular forms of rehabilitation training. Adopting gamification in rehabilitation offers different treatment and care environments when implementing rehabilitation training. As gamification is increasingly being explored in rehabilitation, one might not realize that using various techniques in gamified applications yields a different effect on gameplay. To date, varied gamification techniques have been utilized to provide useful experiences from the perspective of health applications. However, a limited number of surveys have investigated the gamification of rehabilitation and the use of suitable game techniques for rehabilitation in the literature. The objective of this paper is to examine and analyze the existing gamification techniques for rehabilitation applications. A classification of rehabilitation gamification is developed based on the rehabilitation gamifying requirements and the gamification characteristics that are commonly applied in rehabilitation applications. This classification is the main contribution of this paper. It provides insight for researchers and practitioners into suitable techniques to design and apply gamification with increased motivation and sustainable engagement for rehabilitation treatment and care. In addition, different game elements, selection blocks, and gamification techniques are identified for application in rehabilitation. In conclusion, several challenges and research opportunities are discussed to improve gamification deployment in rehabilitation in the future.

What is gamification research?

This research aims to explore a landscape view of gamification research through a meta-review, a systematical assessment of a collection of gamification literature reviews. The meta-review addresses four research questions on (1) literature review scope, (2) application domains, (3) review types, and (4) review foci in 48 reviews published from January 2018 to June 2020. This research contributes to a high-level overview of the state of development in the gamification field. It also demonstrates a process of conducting meta-reviews.

How does gamification help with stroke?

However, in practice stroke patients may suffer from a gradual loss of motivation. Gamified systems are used to increase user motivation, hence, gamified elements have been implemented into stroke rehabilitation therapies in order to improve patients’ engagement and adherence. This review work focuses on selecting and analyzing developed and validated gamified stroke rehabilitation systems published between 2009 and 2017 to identify the most important features of these systems. After extensive research, 32 articles have met the selection criteria, resulting in a total of 28 unique works. The works were analyzed and a total of 20 features were identified. The features are explained, making emphasis on the works that implement them extensively. Finally, a classification of features based on objectives is proposed, which was used to identify the relationships between features and implementation gaps. It was found that there is a tendency to develop low-cost solutions as in-home therapy systems and provide a variety of games. This review allowed the definition of the opportunities for future research direction such as systems addressing the three rehabilitation areas; data analytics to make decisions; motivational content identification based on automatic engagement detection and emotion recognition; and alert systems for patient´s safety.

What is the key element of a game?

A key element for the success of any game is its ability to produce a different experience at each round, thus keeping the player engagement high. This is particularly important for those games that also have a serious objective, such as gamified rehabilitation systems, aiming at encouraging patients in performing home rehabilitation exercises. In all cases, a game element which is typically static is the workspace, i.e. the "floor" upon which the game takes place. This is especially true for robot-assisted rehabilitation games, where the workspace must satisfy the requirements given by the robot's locomotion and localization systems, as well as the patient's exercise motion requirements. In this article we present a simple yet effective solution for designing dynamic and customizable tangible workspaces, which relies on hexagonal tiles and our previously proposed Cellulo localization system. These "hextiles" can be easily tangibly rearranged at each game round to yield a desired workspace shape and configuration, allowing tabletop mobile robots to move continuously within each new workspace. We ground our solution in the context of robot-assisted rehabilitation, where high adaptability is crucial for the efficacy of the solution, and propose a dynamic extension of our "tangible Pacman" rehabilitation game. Experiments show that the proposed solution allows for adaptation in range of motions, exercise types, physical and cognitive difficulty, besides reducing repetitiveness.

What is gamification in healthcare?

Gamification is the infusion of game mechanics, game design techniques, and game style to nongame contexts, such as physical therapy. It is aimed to increase physical activity, engagement, empowerment, and decrease health care utilization.

Why is gamification important in physiotherapy?

Gamification is used in physiotherapy to divert attention from the pain, making the pain bearable for you. It puts the therapy program in an entertaining context. It also increases your adherence to therapy while leaving full control over the rehabilitation process in the hands of the therapists.

Why is game design important in therapy?

Integrating game design elements in therapy can make the therapy more attractive and exciting. It has the potential to increase your motivation and engagement in therapy. The therapy sessions should be designed in such a way as to trigger physical and cognitive-behavioral patterns required for treatment and neurological recovery.

What is the advantage of gamification?

The significant advantage of gamification is that of ensuring your regular engagement and increasing your immersion into the digital health therapy. Gamification seeks to take playful aspects of gaming experiences to restructure a typically boring activity into something enjoyable, competitive, and engaging.

Why is the leaderboard important?

The leaderboard is an important aspect of socialization. This is based on status, which leads to greater visibility and social comparison, which encourages you to surpass your peers . As in the gamified applications, you can see each other’s rank and current status on a leaderboard.

What is a game like feature?

A game-like feature can be used to reward users with numerical values for an action or a combination of actions. This point-scoring system is generally associated with achievement rewards such as badges, trophies, and medals upon accumulating a certain amount of points.

How does socialization help in gamification?

The socialization component can be incorporated with social networks (e.g., Facebook, Twitter) to allow you to communicate with your peers and receive support from them. Social interaction consists of the setup of an in-game social community of players where you can communicate and support each other to stimulate prosocial behavior.

What is gamification plan?

The plan undertaken by families in the gamification program, on the other hand, incorporated several behavioral economic and game principles. First, they signed a pre-commitment pledge in which they agreed to try their best to achieve their goal — a simple technique that’s known to help people stick with goals.

Is it hard to quit smoking?

Patients may know that they need to quit smoking, lose weight, or exercise more, but summoning the will to change is hard. It’s particularly difficult for the highest-risk patients who may have life circumstances — challenges such as unemployment or homelessness — that make it harder for them to focus on the long-term.

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