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Gamified In-Home Rehabilitation for Stroke Survivors: Analytical Review
International Journal of Serious Games ( IF 1.6 ) Pub Date : 2018-03-26 , DOI: 10.17083/ijsg.v5i1.224
Paul Tamayo-Serrano , Samir Garbaya , Pierre Blazevic

A stroke is a life-changing event that may end up as a disability, with repercussions on the patient’s quality of life. Stroke rehabilitation therapies are helpful to regain some of the patient’s lost functionality. 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.

中文翻译:

中风幸存者的游戏化家庭康复:分析性评论

中风是改变生活的事件,最终可能会导致残疾,并对患者的生活质量产生影响。中风康复疗法有助于恢复患者失去的某些功能。但是,在实践中,中风患者可能会逐渐失去动力。游戏化系统用于增加用户的动机,因此,游戏化元素已被应用到中风康复疗法中,以改善患者的参与度和依从性。这项审查工作的重点是选择和分析在2009年至2017年之间发布的经过开发和验证的游戏化卒中康复系统,以确定这些系统的最重要特征。经过广泛研究,有32篇文章符合入选标准,共有28篇独特作品。对作品进行了分析,共确定了20个特征。对这些功能进行了说明,重点介绍了广泛实施这些功能的作品。最后,提出了基于目标的功能分类,用于识别功能和实施差距之间的关系。已经发现,存在开发低成本解决方案作为家庭治疗系统并提供各种游戏的趋势。通过这次审查,可以确定未来研究方向的机会,例如针对三个康复领域的系统;数据分析以制定决策;基于自动参与度检测和情感识别的动机内容识别;和警报系统以确保患者的安全。着重于广泛实施的作品。最后,提出了基于目标的功能分类,用于识别功能和实施差距之间的关系。已经发现,存在开发低成本解决方案作为家庭治疗系统并提供各种游戏的趋势。通过这次审查,可以确定未来研究方向的机会,例如针对三个康复领域的系统;数据分析以制定决策;基于自动参与度检测和情感识别的动机内容识别;和警报系统以确保患者的安全。着重于广泛实施的作品。最后,提出了基于目标的功能分类,用于识别功能和实施差距之间的关系。已经发现,存在开发低成本解决方案作为家庭治疗系统并提供各种游戏的趋势。通过这次审查,可以确定未来研究方向的机会,例如针对三个康复领域的系统;数据分析以制定决策;基于自动参与度检测和情感识别的动机内容识别;和警报系统以确保患者的安全。已经发现,存在开发低成本解决方案作为家庭治疗系统并提供各种游戏的趋势。通过这次审查,可以确定未来研究方向的机会,例如针对三个康复领域的系统;数据分析以制定决策;基于自动参与度检测和情感识别的动机内容识别;和警报系统以确保患者的安全。已经发现,存在开发低成本解决方案作为家庭治疗系统并提供各种游戏的趋势。通过这次审查,可以确定未来研究方向的机会,例如针对三个康复领域的系统;数据分析以制定决策;基于自动参与度检测和情感识别的动机内容识别;和警报系统以确保患者的安全。
更新日期:2018-03-26
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