Gamified Rehabilitation: Enhancing Pediatric Physical Therapy Through a Motion-Capture Serious Game

  • Mayra Carrión-Toro
  • , David Morales-Martínez
  • , Verónica Maldonado-Garcés
  • , Leonardo Salvador
  • , Marco Santórum

    Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

    Abstract

    Pediatric physical therapy often encounters challenges in maintaining young patients’ engagement and ensuring adherence to treatment plans, which can significantly impact therapeutic outcomes and recovery progress. To address this issue, Serious Games have emerged as an innovative solution, offering interactive and motivating platforms that integrate gamified elements with evidence-based exercises. This study explores the design, development, and usability assessment of a Serious Game using motion-capture technology for lower limb rehabilitation in pediatric patients with cerebral palsy undergoing treadmill therapy. By employing agile and user-centered methodologies such as iPlus and Scrum, the study aims to enhance motivation and performance in pediatric therapy. Serious Games offer a dynamic platform for therapeutic interventions, presenting personalized challenges and progress tracking tailored to individual patient needs. By addressing the monotony of repetitive exercises, these games improve treatment adherence through engaging and interactive sessions. The game developed in this study targets the specific challenges faced by children with cerebral palsy, such as reduced mobility and attentional difficulties, by providing therapist-guided exercises and interactive gameplay. This approach aims to enhance engagement, motivation, and overall well-being, ultimately improving treatment outcomes and quality of life for these children. Furthermore, the project aligns with United Nations Sustainable Development Goals, including Good Health and Well-being (SDG 3) and Reduce Inequality (SDG 10), by promoting access to quality healthcare and facilitating rehabilitation for individuals with disabilities. The Serious Game has demonstrated notable success, achieving its objectives of enhancing motivation, fostering skill acquisition, and improving exercise performance. Functional tests reported a 96.77% success rate, while usability evaluations indicated a satisfactory user experience, with an average score of 84.55% on the System Usability Scale (SUS). This gamified approach to rehabilitation promises to significantly enhance pediatric physical therapy outcomes for children with cerebral palsy and other motor impairments.

    Original languageEnglish
    Title of host publicationProceedings of the International Conference on Computer Science, Electronics and Industrial Engineering, CSEI 2024 - Volume 2
    Subtitle of host publicationEmerging Technologies in Communication, Manufacturing, and Renewable Energy Systems
    EditorsMarcelo V. Garcia, Carlos Nuñez, Carlos Gordón-Gallegos, John-Paul Reyes
    PublisherSpringer Science and Business Media Deutschland GmbH
    Pages727-741
    Number of pages15
    ISBN (Print)9783031988899
    DOIs
    StatePublished - 2026
    Event6th International Conference on Computer Science, Electronics and Industrial Engineering, CSEI 2024 - Ambato, Ecuador
    Duration: Oct 21 2024Oct 25 2024

    Publication series

    NameLecture Notes in Networks and Systems
    Volume1532 LNNS
    ISSN (Print)2367-3370
    ISSN (Electronic)2367-3389

    Conference

    Conference6th International Conference on Computer Science, Electronics and Industrial Engineering, CSEI 2024
    Country/TerritoryEcuador
    CityAmbato
    Period10/21/2410/25/24

    Keywords

    • Gamification
    • iPlus
    • Physical rehabilitation
    • Serious games
    • Usability

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