| Literature DB >> 30124337 |
Jen-Wen Hung1,2, Yao-Jen Chang3, Chiung-Xia Chou1, Wen-Chi Wu1, Stephen Howell4, Wei-Peng Lu1.
Abstract
AIM: The Scratch programming language allows learner developers to write games. The Kinect2Scratch extension makes Scratch games with bodily motion control possible by connecting to Microsoft's Kinect sensor. This study examined the feasibility and possible efficacy of a suite of motion-controlled games designed for upper extremity (UE) training in children with cerebral palsy (CP) using Kinect2Scratch.Entities:
Keywords: Cerebral palsy; Kinect; Rehabilitation; Scratch; Upper extremity
Mesh:
Year: 2018 PMID: 30124337 PMCID: PMC6251329 DOI: 10.1089/g4h.2017.0141
Source DB: PubMed Journal: Games Health J ISSN: 2161-783X
Characteristics of a Videogame for Health: (Kinect2Scratch Games)
| Health topic(s) | Developing a suite of motion-controlled games for upper extremities training in children with cerebral palsy | Developing a suite of motion-controlled games for upper extremities training in children with cerebral palsy | Developing a suite of motion-controlled games for upper extremities training in children with cerebral palsy |
| Targeted age group(s) | Age between 5 and 15 years | Age between 5 and 15 years | Age between 5 and 15 years |
| Other targeted group characteristics | Clinical diagnosis of CP, involving at least one UE, manual ability graded as Manual Ability Classification System levels I–IV; had sufficient cognitive ability to play simple computer games; and vision sufficient to view the TV screen | Clinical diagnosis of CP, involving at least one UE, manual ability graded as Manual Ability Classification System levels I–IV; had sufficient cognitive ability to play simple computer games; and vision sufficient to view the TV screen | Clinical diagnosis of CP, involving at least one UE, manual ability graded as Manual Ability Classification System levels I–IV; had sufficient cognitive ability to play simple computer games; and vision sufficient to view the TV screen |
| Short description of game idea | Low cost, easily set up, user friendly, with therapeutic idea, motion-controlled games for UE training in children with CP | Low cost, easily set up, user friendly, with therapeutic idea, motion-controlled games for UE training in children with CP | Low cost, easily set up, user friendly, with therapeutic idea, motion-controlled games for UE training in children with CP |
| Target player(s) | Individual | Individual | Individual |
| Guiding knowledge or behavior change theory(ies), models, or conceptual framework(s) | Goal-directed, task-specific, and high-dose repetition therapy could lead to better motor outcomes. Exercise-based computer games can facilitate high-volume complex task practice, enhance feedback of movement, and increase motivation of participants | Goal-directed, task-specific, and high-dose repetition therapy could lead to better motor outcomes. Exercise-based computer games can facilitate high-volume complex task practice, enhance feedback of movement, and increase motivation of participants | Goal-directed, task-specific, and high-dose repetition therapy could lead to better motor outcomes. Exercise-based computer games can facilitate high-volume complex task practice, enhance feedback of movement, and increase motivation of participants |
| Intended health behavior changes | Improve UE function | Improve UE function | Improve UE function |
| Knowledge element(s) to be learned | The Kinect2Scratch videogames therapy is feasible and well accepted by children with CP These games could be a complementary strategy to conventional therapy | The Kinect2Scratch videogames therapy is feasible and well accepted by children with CP These games could be a complementary strategy to conventional therapy | The Kinect2Scratch videogames therapy is feasible and well accepted by children with CP |
| Behavior change procedure(s) (taken from Michie inventory) or therapeutic procedure(s) used | Functional repetitive movements in virtual environments are one of the principal mechanisms to favor the cortical reorganization and to eliciting neuroplastic changes in children with CP, videogames increasing the motivation of the player | Functional repetitive movements in virtual environments are one of the principal mechanisms to favor the cortical reorganization and to eliciting neuroplastic changes in children with CP, videogames increasing the motivation of the player | Functional repetitive movements in virtual environments are one of the principal mechanisms to favor the cortical reorganization and to eliciting neuroplastic changes in children with CP, videogames increasing the motivation of the player |
| Clinical or parental support needed? (please specify) | A supervised therapist or parents are needed to set up the system and instruct the children how to play the games and correct the inappropriate movement of children during the training sessions They also need to adjust the levels of difficulty throughout the training period by modifying target speed, movement accuracy, repetitions, and/or task complexity according to the performance of children | A supervised therapist or parents are needed to set up the system and instruct the children how to play the games and correct the inappropriate movement of children during the training sessions They also need to adjust the levels of difficulty throughout the training period by modifying target speed, movement accuracy, repetitions, and/or task complexity according to the performance of children | A supervised therapist or parents are needed to set up the system and instruct the children how to play the games and correct the inappropriate movement of children during the training sessions They also need to adjust the levels of difficulty throughout the training period by modifying target speed, movement accuracy, repetitions, and/or task complexity according to the performance of children |
| Data shared with parent or clinician | Yes | Yes | Yes |
| Type of game: (check all that apply) | Active, action | Active, action | Active, action |
| Story (if any) | None | None | None |
| Synopsis (including story arc) | None | None | None |
| How the story relates to targeted behavior change | None | None | None |
| Game components | |||
| Player's game goal/objective(s) | Score on the screen/the shark eats the small fishes | Score on the screen/ant eats the number | Score on the screen/missile hits the alien |
| Rules | Increase score if the shark eats the small fishes | Increase score if the ant eats the number | Increase score if the missile hits the alien |
| Game mechanic(s) | The children need to use their more affected UE in an “up and down” motion to control the shark's movement to eat the coming fishes | The children used multidirectional reaching motion to control an ant to eat the numbers on the screen | The children did handclap (bilateral shoulder abduction–adduction) to launch missiles at the aliens |
| Procedures to generalize or transfer what's learned in the game to outside the game | Increasing shoulder holding ability, proximal stability, muscle power of shoulder and elbow, eye–hand coordination, reaction time, helping to use affected UE for reaching, holding in ADL | Increasing shoulder multidirectional movement, muscle power of shoulder and elbow, eye–hand coordination, reaction time, helping to use affected UE for reaching in ADL | Increasing bilateral coordination, eye–hand coordination, reaction time, shoulder holding, muscle power of bilateral shoulders and elbows, improving bilateral UE use in ADL |
| Virtual environment | |||
| Setting (describe) | A TV screen, a Kinect, and a computer | A TV screen, a Kinect, and a computer | A TV screen, a Kinect, and a computer |
| Avatar | |||
| Characteristics | There is no actual avatar, just a shark can be controlled | There is no actual avatar, just an ant can be controlled | There is no actual avatar, just missiles can be controlled |
| Abilities | A player used his or her more affected UE in an “up and down” motion to control the shark to eat the small fish | A player used multidirectional motion to control an ant to eat the number on the screen | A player needed to handclap (bilateral shoulder abduction–adduction) to launch missiles at the aliens |
| Game platform(s) needed to play the game | Kinect for Windows sensory device, a computer installed with Scratch visual programming language platform and Kinect2Scratch software | Kinect for Windows sensory device, a computer installed with Scratch visual programming language platform and Kinect2Scratch software | Kinect for Windows sensory device, a computer installed with Scratch visual programming language platform and Kinect2Scratch software |
| Sensors used | Kinect for Windows | Kinect for Windows | Kinect for Windows |
| Estimated play time | 8 minutes | 8 minutes | 8 minutes |
ADL, activities of daily living; CP, cerebral palsy; UE, upper extremity.
Basic Characteristics of Participants ( = 13)
| Age, years | 6.90 ± 2.72 |
| Gender, boy | 6 (46.2%) |
| Training side, right | 9 (69.2%) |
| Education | |
| Preschool | 7 (53.8%) |
| Primary school | 6 (46.2%) |
| Type | |
| Hemiplegia | 6 (46.2%) |
| Diplegia | 5 (38.5%) |
| Quadriplegia | 2 (15.4%) |
| MACS | |
| I–II | 5 (38.5%) |
| III–VI | 8 (61.5%) |
| GMFCS | |
| I–II | 7 (53.8%) |
| III–V | 6 (46.2%) |
Values are presented as mean ± SD, or N (%).
GMFCS, Gross Motor Function Classification System; MACS, Manual Ability Classification System.
Outcome Measures at Baseline and Postintervention
| P | |||
|---|---|---|---|
| QUEST | |||
| Total score | 67.65 (56.57–82.54) | 75.84 (67.15–86.78) | <0.01 |
| Dissociated movement | 76.56 (66.41–82.03) | 82.81 (69.53–88.29) | <0.01 |
| Grasp | 45.59 ± 22.34 | 51.28 ± 20.28 | 0.06 |
| Weight bearing | 88 (74–98) | 100 (87–100) | <0.01 |
| Protective UL extension | 64.74 ± 24.75 | 70.94 ± 25.97 | 0.08 |
| Box and Block Test (number) | 12.31 ± 8.29 | 13.85 ± 8.37 | 0.07 |
| MA2 | |||
| Total score | 52.31 ± 21.64 | 58.85 ± 15.33 | 0.02 |
| ROM | 16.77 ± 5.86 | 18.62 ± 4.52 | 0.05 |
| Accuracy | 18 (10.5–22) | 19 (16–22.5) | 0.09 |
| Dexterity | 9.23 ± 5.02 | 9.92 ± 3.8 | 0.24 |
| Fluency | 9.85 ± 5 | 11.54 ± 4.26 | 0.01 |
| ABILHAND-kids (Logits) | 1.35 ± 1.9 | 1.89 ± 2.31 | 0.30 |
Non-normally distributed data reported as median and IQR, and normally distributed data reported as mean ± SD.
IQR, interquartile range; MA2, Melbourne Assessment 2; QUEST, Quality of Upper Extremities Skills Test; ROM, range of motion; UL, upper limb.