Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation

Detalhes bibliográficos
Autor(a) principal: Cameirão, Mónica S.
Data de Publicação: 2016
Outros Autores: Smailagic, Asim, Miao, Guangyao, Siewiorek, Dan P.
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.13/1281
Resumo: Background: The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming. Methods: We performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire. Results: In the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p <.001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p=.074), significantly shorter travel distance (p <.001), higher movement efficiency (p <.001) and higher performance scores (p <.001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance. Conclusions: Gaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.
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spelling Coaching or gaming? Implications of strategy choice for home based stroke rehabilitationStrokeHome-based rehabilitationCoachingGaming.Faculdade de Ciências Exatas e da EngenhariaBackground: The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming. Methods: We performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire. Results: In the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p <.001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p=.074), significantly shorter travel distance (p <.001), higher movement efficiency (p <.001) and higher performance scores (p <.001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance. Conclusions: Gaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.BioMed CentralDigitUMaCameirão, Mónica S.Smailagic, AsimMiao, GuangyaoSiewiorek, Dan P.2016-11-28T11:31:06Z20162016-01-01T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10400.13/1281engCameirão, M. S., Smailagic, A., Miao, G., & Siewiorek, D. P. (2016). Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation. Journal of neuroengineering and rehabilitation, 13(18), 1-15.1743-0003dx.doi.org/10.1186/s12984-016-0127-8info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-04-02T05:42:30Zoai:digituma.uma.pt:10400.13/1281Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:04:00.369542Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
title Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
spellingShingle Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
Cameirão, Mónica S.
Stroke
Home-based rehabilitation
Coaching
Gaming
.
Faculdade de Ciências Exatas e da Engenharia
title_short Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
title_full Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
title_fullStr Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
title_full_unstemmed Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
title_sort Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
author Cameirão, Mónica S.
author_facet Cameirão, Mónica S.
Smailagic, Asim
Miao, Guangyao
Siewiorek, Dan P.
author_role author
author2 Smailagic, Asim
Miao, Guangyao
Siewiorek, Dan P.
author2_role author
author
author
dc.contributor.none.fl_str_mv DigitUMa
dc.contributor.author.fl_str_mv Cameirão, Mónica S.
Smailagic, Asim
Miao, Guangyao
Siewiorek, Dan P.
dc.subject.por.fl_str_mv Stroke
Home-based rehabilitation
Coaching
Gaming
.
Faculdade de Ciências Exatas e da Engenharia
topic Stroke
Home-based rehabilitation
Coaching
Gaming
.
Faculdade de Ciências Exatas e da Engenharia
description Background: The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming. Methods: We performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire. Results: In the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p <.001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p=.074), significantly shorter travel distance (p <.001), higher movement efficiency (p <.001) and higher performance scores (p <.001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance. Conclusions: Gaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.
publishDate 2016
dc.date.none.fl_str_mv 2016-11-28T11:31:06Z
2016
2016-01-01T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
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status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/10400.13/1281
url http://hdl.handle.net/10400.13/1281
dc.language.iso.fl_str_mv eng
language eng
dc.relation.none.fl_str_mv Cameirão, M. S., Smailagic, A., Miao, G., & Siewiorek, D. P. (2016). Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation. Journal of neuroengineering and rehabilitation, 13(18), 1-15.
1743-0003
dx.doi.org/10.1186/s12984-016-0127-8
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dc.publisher.none.fl_str_mv BioMed Central
publisher.none.fl_str_mv BioMed Central
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