TY - GEN
T1 - Gamified Rehabilitation
T2 - 6th International Conference on Computer Science, Electronics and Industrial Engineering, CSEI 2024
AU - Carrión-Toro, Mayra
AU - Morales-Martínez, David
AU - Maldonado-Garcés, Verónica
AU - Salvador, Leonardo
AU - Santórum, Marco
N1 - Publisher Copyright:
© The Author(s), under exclusive license to Springer Nature Switzerland AG 2026.
PY - 2026
Y1 - 2026
N2 - 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.
AB - 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.
KW - Gamification
KW - iPlus
KW - Physical rehabilitation
KW - Serious games
KW - Usability
UR - https://www.scopus.com/pages/publications/105027041685
U2 - 10.1007/978-3-031-98890-5_43
DO - 10.1007/978-3-031-98890-5_43
M3 - Contribución a la conferencia
AN - SCOPUS:105027041685
SN - 9783031988899
T3 - Lecture Notes in Networks and Systems
SP - 727
EP - 741
BT - Proceedings of the International Conference on Computer Science, Electronics and Industrial Engineering, CSEI 2024 - Volume 2
A2 - Garcia, Marcelo V.
A2 - Nuñez, Carlos
A2 - Gordón-Gallegos, Carlos
A2 - Reyes, John-Paul
PB - Springer Science and Business Media Deutschland GmbH
Y2 - 21 October 2024 through 25 October 2024
ER -