Gamification of Balance Exercises with Intervention Techniques and Feedback System using Intervention, Motivation, and Game Design Analyses: A Pre-clinical Study

Balance rehabilitation for post-stroke and post injury patients in the Philippines is mostly manual, therapist driven, and qualitative. Qualitative and manual approaches do not have consistent evaluation for patients. Also, patient safety is a concern. Last but not the least, they do not ensure moti...

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Bibliographic Details
Main Authors: Reyes, Rosula SJ, Chua, Jedd Emille, Tumibay, Merce
Format: text
Published: Archīum Ateneo 2020
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Online Access:https://archium.ateneo.edu/ecce-faculty-pubs/80
https://ieeexplore.ieee.org/document/9182990
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Institution: Ateneo De Manila University
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Summary:Balance rehabilitation for post-stroke and post injury patients in the Philippines is mostly manual, therapist driven, and qualitative. Qualitative and manual approaches do not have consistent evaluation for patients. Also, patient safety is a concern. Last but not the least, they do not ensure motivation for both patients and therapists to perform repetitive exercises. This study presents an automated balance board developed to conduct the static and dynamic balance exercises to post-stroke and post-injury patients. The team also developed a gamified environment for ensuring motivation while such exercises are conducted. Pre-clinical test was performed on eighteen (18) healthy subjects to evaluate the usability of this gamified system. Among the Intervention Metrics, the Performance Success Rate shows an average 91.67% and a Postural Quality Rate of 65.05%. Among the Motivation Metrics, the Intrinsic Motivation Inventory shows 83.49% and an average Observed Motivation Rate of 60.16%.