MacIntosh A, Vignais N, Vigneron V, Fay L, Musielak A, Desailly E, Biddiss E
CIAMS, Univ. Paris-Sud, Université Paris-Saclay, Orsay, France.
Bloorview Research Institute, Holland Bloorview Kids Rehabilitation Hospital, Toronto, Canada.
Assist Technol. 2022 Mar 4;34(2):213-221. doi: 10.1080/10400435.2020.1744770. Epub 2020 Apr 17.
This article details the design of a co-created, evidence-based biofeedback therapy game addressing the research question: is the biofeedback implementation efficient, effective, and engaging for promoting quality movement during a therapy game focused on hand gestures? First, we engaged nine young people with Cerebral Palsy (CP) as design partners to co-create the biofeedback implementation. A commercially available, tap-controlled game was converted into a gesture-controlled game with added biofeedback. The game is controlled by forearm electromyography and inertial sensors. Changes required to integrate biofeedback are described in detail and highlight the importance of closely linking movement quality to short- and long-term game rewards. After development, 19 participants (8-17 years old) with CP played the game at home for 4 weeks. Participants played 17 ± 9 min/day, 4 ± 1 day/week. The biofeedback implementation proved efficient (i.e. participants reduced compensatory arm movements by 10.2 ± 4.0%), effective (i.e. participants made higher quality gestures over time), and engaging (i.e. participants consistently chose to review biofeedback). Participants found the game usable and enjoyable. Biofeedback design in therapy games should consider principles of motor learning, best practices in video game design, and user perspectives. Design recommendations for integrating biofeedback into therapy games are compiled in an infographic to support interdisciplinary knowledge sharing.
本文详细介绍了一款共同创作的、基于证据的生物反馈治疗游戏的设计,该游戏旨在解决以下研究问题:在一款专注于手势的治疗游戏中,生物反馈的实施对于促进高质量运动是否高效、有效且具有吸引力?首先,我们邀请了九名患有脑瘫(CP)的年轻人作为设计伙伴,共同创作生物反馈的实施方案。一款市售的点击控制游戏被改造成了添加了生物反馈的手势控制游戏。该游戏由前臂肌电图和惯性传感器控制。详细描述了整合生物反馈所需的更改,并强调了将运动质量与短期和长期游戏奖励紧密联系的重要性。开发完成后,19名年龄在8至17岁之间的CP患者在家中玩了4周该游戏。参与者每天玩17±9分钟,每周玩4±1天。生物反馈的实施被证明是高效的(即参与者的代偿性手臂运动减少了10.2±4.0%)、有效的(即随着时间的推移,参与者做出了更高质量的手势)且具有吸引力的(即参与者一直选择查看生物反馈)。参与者认为该游戏可用且有趣。治疗游戏中的生物反馈设计应考虑运动学习原则、视频游戏设计的最佳实践以及用户视角。将生物反馈整合到治疗游戏中的设计建议被整理成一张信息图,以支持跨学科知识共享。