ExerGames with electromyography over intelligent platforms (UbiTheraPlay)
File(s) Johnson_Exergames with electromyography.pdf (103.74 KB)
Published version
Author(s)
Johnson, GRG
Politis, C
Davids, J
Ashrafian, H
Type
Chapter
Abstract
Cerebral Palsy (CP) encompasses a group of neurological deficits that affect movement, balance, and posture. Due to significant impairments to motor control, CP can considerably affect the mobility of patients leading to various forms of Neurological Limitations (NL). CP occurs in a range between 1.5 to 3 per 1,000 live births with physiotherapy focusing on maintaining motor control that can be beneficial for patients with NL.
Rehabilitative management of NL for CP and other movement-related neurological disorders has been incorporating various forms of gamification concepts. This allows collaborative rehabilitation compliance and makes it convenient for patients to maintain their independence during rehabilitation in the comfort of their own home environment. It also reduces the limitation of long distance travel that might dissuade engagement for the necessary physio-rehabilitation.
This keeps patients focused on setting up and achieving attainable rehabilitation goals, and improving and maintaining their confidence and interest in healthy rehabilitation habits. As gamification concepts evolve for rehabilitation and continue to gain significant global investment, it is purported to become an engaging and cost-effective approach for future neuro-rehabilitation.
A best practice model and application of gamification implemented on UbiTheraPlay termed exerGames is presented where exercises were converted into video games for patients with NL. ExerGames uses electromygraphy as the output to target a pre-prescribed regime for specific muscle groups and was implemented during the SARS- CoV-2 pandemic for NL patients.
Rehabilitative management of NL for CP and other movement-related neurological disorders has been incorporating various forms of gamification concepts. This allows collaborative rehabilitation compliance and makes it convenient for patients to maintain their independence during rehabilitation in the comfort of their own home environment. It also reduces the limitation of long distance travel that might dissuade engagement for the necessary physio-rehabilitation.
This keeps patients focused on setting up and achieving attainable rehabilitation goals, and improving and maintaining their confidence and interest in healthy rehabilitation habits. As gamification concepts evolve for rehabilitation and continue to gain significant global investment, it is purported to become an engaging and cost-effective approach for future neuro-rehabilitation.
A best practice model and application of gamification implemented on UbiTheraPlay termed exerGames is presented where exercises were converted into video games for patients with NL. ExerGames uses electromygraphy as the output to target a pre-prescribed regime for specific muscle groups and was implemented during the SARS- CoV-2 pandemic for NL patients.
Editor(s)
Azzopardi Muscat, Natasha
Date Issued
2021-12-02
Citation
1st Meeting of the Minds: vol. 1, 2021, pp.37-47
ISBN
978-2-8325-1218-0
Publisher
Frontiers Media S.A.
Start Page
37
End Page
47
Journal / Book Title
1st Meeting of the Minds: vol. 1
Copyright Statement
© 2021 The copyright in the individual abstracts is owned by the author of each abstract or his/her employer unless otherwise stated. Each abstract, as well as the collection of abstracts, are published under a Creative Commons CC-BY 4.0 (attribution) licence (https://creativecommons.org/licenses/by/4.0/) and may thus be reproduced, translated, adapted and be the subject of derivative works provided the authors and Frontiers are attributed.
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