Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality

Stroke patients often encounter upper extremity impairments that necessitate rehabilitation. Traditional motor rehabilitation methods may struggle with patient adherence due to low engagement. This lack of engagement can lead to decreased motivation and, consequently, reduced participation in the re...

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Main Authors: Roy Francis Navea, Vincent Mao Talde, Francisco Luis Armintia, Sarrah Mae Dela Cruz, Gabriel Medina, Alvin Decena
Format: Article
Language:English
Published: Universitas Indonesia 2025-01-01
Series:International Journal of Technology
Subjects:
Online Access:https://ijtech.eng.ui.ac.id/article/view/7365
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author Roy Francis Navea
Vincent Mao Talde
Francisco Luis Armintia
Sarrah Mae Dela Cruz
Gabriel Medina
Alvin Decena
author_facet Roy Francis Navea
Vincent Mao Talde
Francisco Luis Armintia
Sarrah Mae Dela Cruz
Gabriel Medina
Alvin Decena
author_sort Roy Francis Navea
collection DOAJ
description Stroke patients often encounter upper extremity impairments that necessitate rehabilitation. Traditional motor rehabilitation methods may struggle with patient adherence due to low engagement. This lack of engagement can lead to decreased motivation and, consequently, reduced participation in the rehabilitation process, which may impact the overall effectiveness of the treatment. Gamification in virtual reality (VR) adds game-like features to enhance engagement and motivation, thereby significantly improving patient involvement in rehabilitation. This study introduces i-Suksok, a VR-based game specifically designed for shoulder rehabilitation in mild-stroke patients. Created in the Unity platform, the game presents users with the challenge of maneuvering a round peg into specific holes on a pegboard using shoulder movements. It encompasses two modes: "Levels," which progressively increase in difficulty and adapt to the patient's shoulder range, and "Time Trial," where players aim to hit as many targets as possible within a designated time limit. The feedback and evaluation results from participants showed that, on average, 75% agreed with the metrics used, underscoring the significance of participant feedback and involvement in effective rehabilitation therapies, while perceptions of effectiveness, which influenced motivation and adherence, highlighted the importance of enhancing user experience in VR rehabilitation for better recovery outcomes which is supported by 69% of participant’s agreement. Gamification in VR has the potential to transform traditional methods in healthcare, education, training, and entertainment by providing an engaging, interactive experience that captures users' attention and fosters positive outcomes.
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publishDate 2025-01-01
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spelling doaj-art-9ba8484471434b3ba8c548c7a2335c952025-01-31T14:13:03ZengUniversitas IndonesiaInternational Journal of Technology2086-96142087-21002025-01-0116114615910.14716/ijtech.v16i1.73657365Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual RealityRoy Francis Navea0Vincent Mao Talde1Francisco Luis Armintia2Sarrah Mae Dela Cruz3Gabriel Medina4Alvin Decena51. Evelyn D. Ang - Institute of Biomedical Engineering and Health Technologies, De La Salle University, 2401 Taft Ave., Manila, 0922, Philippines 2. Department of Electronics and Computer EngineerinEvelyn D. Ang - Institute of Biomedical Engineering and Health Technologies, De La Salle University, 2401 Taft Ave., Manila, 0922, PhilippinesEvelyn D. Ang - Institute of Biomedical Engineering and Health Technologies, De La Salle University, 2401 Taft Ave., Manila, 0922, PhilippinesEvelyn D. Ang - Institute of Biomedical Engineering and Health Technologies, De La Salle University, 2401 Taft Ave., Manila, 0922, PhilippinesEvelyn D. Ang - Institute of Biomedical Engineering and Health Technologies, De La Salle University, 2401 Taft Ave., Manila, 0922, PhilippinesEvelyn D. Ang - Institute of Biomedical Engineering and Health Technologies, De La Salle University, 2401 Taft Ave., Manila, 0922, PhilippinesStroke patients often encounter upper extremity impairments that necessitate rehabilitation. Traditional motor rehabilitation methods may struggle with patient adherence due to low engagement. This lack of engagement can lead to decreased motivation and, consequently, reduced participation in the rehabilitation process, which may impact the overall effectiveness of the treatment. Gamification in virtual reality (VR) adds game-like features to enhance engagement and motivation, thereby significantly improving patient involvement in rehabilitation. This study introduces i-Suksok, a VR-based game specifically designed for shoulder rehabilitation in mild-stroke patients. Created in the Unity platform, the game presents users with the challenge of maneuvering a round peg into specific holes on a pegboard using shoulder movements. It encompasses two modes: "Levels," which progressively increase in difficulty and adapt to the patient's shoulder range, and "Time Trial," where players aim to hit as many targets as possible within a designated time limit. The feedback and evaluation results from participants showed that, on average, 75% agreed with the metrics used, underscoring the significance of participant feedback and involvement in effective rehabilitation therapies, while perceptions of effectiveness, which influenced motivation and adherence, highlighted the importance of enhancing user experience in VR rehabilitation for better recovery outcomes which is supported by 69% of participant’s agreement. Gamification in VR has the potential to transform traditional methods in healthcare, education, training, and entertainment by providing an engaging, interactive experience that captures users' attention and fosters positive outcomes.https://ijtech.eng.ui.ac.id/article/view/7365gamificationrehabilitationstrokeupper extremityvirtual reality
spellingShingle Roy Francis Navea
Vincent Mao Talde
Francisco Luis Armintia
Sarrah Mae Dela Cruz
Gabriel Medina
Alvin Decena
Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality
International Journal of Technology
gamification
rehabilitation
stroke
upper extremity
virtual reality
title Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality
title_full Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality
title_fullStr Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality
title_full_unstemmed Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality
title_short Gamified Shoulder Rehabilitation for Mild Stroke Patients Using Virtual Reality
title_sort gamified shoulder rehabilitation for mild stroke patients using virtual reality
topic gamification
rehabilitation
stroke
upper extremity
virtual reality
url https://ijtech.eng.ui.ac.id/article/view/7365
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AT sarrahmaedelacruz gamifiedshoulderrehabilitationformildstrokepatientsusingvirtualreality
AT gabrielmedina gamifiedshoulderrehabilitationformildstrokepatientsusingvirtualreality
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