| Literature DB >> 34762052 |
Jorge Fernando Ambros-Antemate1, María Del Pilar Beristain-Colorado1, Marciano Vargas-Treviño2, Jaime Gutiérrez-Gutiérrez2, Pedro Antonio Hernández-Cruz3, Itandehui Belem Gallegos-Velasco3, Adriana Moreno-Rodríguez4.
Abstract
BACKGROUND: Serious games are a support in the rehabilitation process for treating people with physical disabilities. However, many of these serious games are not adapted to the patient's needs because they are not developed with a software engineering framework with a set of activities, actions, and tasks that must be executed when creating a software product. Better serious games for rehabilitation will be developed if the patient and therapist requirements are identified, the development is planned, and system improvements and feedback are involved. The goal is that the serious game must offer a more attractive environment, while maintaining patient interest in the rehabilitation process.Entities:
Keywords: framework; methodology; physical rehabilitation; serious game
Year: 2021 PMID: 34762052 PMCID: PMC8663647 DOI: 10.2196/25831
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Summary of secondary studies.
| Study | Type | Year of publication | Target users/audience /focus | Benefit of framework | Phases of process development identified? |
| Mubin et al [ | Review | 2019 | Children with autism | Interaction skills in children with autism | Yes |
| Vargas et al [ | Systematic mapping study | 2014 | Serious games quality | Quality | Yes |
| Tomalá-Gonzáles et al [ | Review | 2020 | Identifies methodologies and game engines | —a | No |
aNot available.
Figure 1Literature review process.
Research questions.
| Research question | Question |
| 1 | What framework is used in the development of the serious game? |
| 2 | What are the generic structural activities used in frameworks? |
| 3 | How the framework contributes to the rehabilitation process? |
| 4 | What gamification elements does the framework use? |
| 5 | What is the targeted disability contemplated in the frameworks? |
| 6 | If the framework includes a case study, which part of the body is rehabilitated? What is the modality of the serious game? Which interaction technology is used? |
| 7 | What type of evaluation and number of patients are involved in the clinical trials? |
| 8 | Does the framework contemplate a standardized scale to evaluate the patient’s rehabilitation progress? |
| 9 | Does the framework contemplate adaptability? |
Figure 2PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses)–based flowchart.
Search results.
| Databases | Results, n |
| PubMed | 14 |
| PEDro | 12 |
| IEEE Xplore | 103 |
| ScienceDirect | 88 |
| ACM Digital Library | 166 |
| Mary Ann Liebert | 27 |
| Taylor & Francis Online | 50 |
| Wiley Online Library | 43 |
| Springer | 198 |
Bibliographic data of the primary papers.
| Study | Year | Country | Database |
| Baranyi et al [ | 2013 | Austria | IEEE Xplore |
| Pirovano et al [ | 2016 | Italy | ScienceDirect |
| Amengual Alcover et al [ | 2018 | Spain | PubMed |
| Baranyi et al [ | 2019 | Austria | IEEE Xplore |
| Zain et al [ | 2012 | Malaysia | IEEE Xplore |
| Noveletto et al [ | 2018 | Brazil | ScienceDirect |
| Afyouni et al [ | 2017 | Cyprus | ACM Digital Library |
| Maggiorini et al [ | 2012 | Switzerland | ACM Digital Library |
Structural activities in primary studies.
| Study | Communication | Planning | Modeling | Construction | Deploy |
| Baranyi et al [ | X | —a | X | X | — |
| Pirovano et al [ | X | — | X | X | X |
| Amengual Alcover et al [ | X | X | X | X | — |
| Baranyi et al [ | X | — | X | X | X |
| Zain et al [ | X | — | — | X | — |
| Noveletto et al [ | X | — | — | X | — |
| Afyouni et al [ | X | — | — | X | — |
| Maggiorini et al [ | X | — | X | X | — |
aNot available.
Framework contributions in primary studies.
| Framework contribution to rehabilitation | Utility | Primary studies |
| Communication with health expert | A physiotherapist establishes communications with patients undergoing rehabilitation to identify the problems and needs. | Baranyi et al [ |
| Exercise definition | Exercise can be defined as a sequence of different actions needed to complete it to achieve maximum effectiveness. | Pirovano et al [ |
| Analyzes the stream of motion data and identifies in real time wrong movements | Provides immediate feedback to the patients for correct exercising. | Pirovano et al [ |
| Iterative and prototyping | Visualize prototypes of serious games from early stages. The therapist or patients identify additional requirements or modify them. | Baranyi et al [ |
| User interface design factors | Motivation and immersion | Baranyi et al [ |
| The correlation between game score and clinical tests | Aids in patient treatment and evaluation | Noveletto et al [ |
| Adaptive approach | Adapts difficulty level according to the patient’s profile and performance in real time | Baranyi et al [ |
| Telerehabilitation | Therapists can remotely control the video game for home activities and provide adjustable parameters to improve therapy | Maggiorini et al [ |
Gamification elements in primary studies.
| Gamification element | Study |
| Feedback | Pirovano et al [ |
| Motivational factor | Baranyi et al [ |
| Adaptability | Baranyi et al [ |
| Challenge | Baranyi et al [ |
| Levels | Baranyi et al [ |
| Immersion | Zain et al [ |
| Rewards | Pirovano et al [ |
| Concentration | Zain et al [ |
| Avatar | Pirovano et al [ |
Rehabilitated limb, serious game modality, and data-acquisition device in primary studies.
| Study | Rehabilitation/extremity | Modality | Interaction technology |
| Baranyi et al [ | Lower limbs | Visual | Wii Fit Balance Board |
| Pirovano et al [ | Lower and upper limbs | Visual, auditory | Wii Fit Balance Board and Microsoft Kinect |
| Amengual Alcover et al [ | Lower limbs | Visual, auditory | Microsoft Kinect |
| Baranyi et al [ | Hand | Visual, auditory, haptic | iOS platform sensors |
| Zain et al [ | Not reported | Not reported | Open |
| Noveletto et al [ | Not reported | Not reported | Open |
| Afyouni et al [ | Hand | Visual, auditory | Leap motion |
| Maggiorini et al [ | Full body | Visual | Microsoft Kinect |
Type of evaluation and number of patients in the primary studies.
| Study | Evaluation | Number of patients |
| Baranyi et al [ | No clinical validation | N/Aa |
| Pirovano et al [ | No clinical validation | N/A |
| Amengual Alcover et al [ | Clinical trial | 9 |
| Baranyi et al [ | No clinical validation | N/A |
| Zain et al [ | No clinical validation | N/A |
| Noveletto et al [ | No clinical validation | N/A |
| Afyouni et al [ | Clinical trial | 5 |
| Maggiorini et al [ | No clinical validation | N/A |
aNA: not applicable.