Using Gaming to Help Stroke Recovery

tablet-pc-299974-mAccording to the Center for Disease Control and Prevention, approximately 795,000 people in the United States experience a stroke every year. The National Institute of Neurological Disorders and Stroke states that there are about 4 million people living in the United States living with the effects of a stroke, which can include problems such as weakness or paralysis on one side of the body, trouble using language both verbally and written, and memory issues among other complications. Recovery takes a great amount of skill, time and support. In a recent study published in Simulation and Gaming entitled “Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game,” researchers designed and tested a tablet game aimed at helping recent stroke patients recover damaged motor skills.

The abstract:

Background Cerebral vascular accidents (strokes) are the primary cause of disability worldwide and the second leading cause of death both in the Philippines and internationally. In recent years, a number of computer-based applications have been developed to assist in the stroke recovery process.

S&G_2014_C1 template.inddAim This article discusses an Android-based tablet game, FINDEX, that aids in the rehabilitation process of stroke survivors with impaired fine motor skills.

Method FINDEX was designed and developed in the Philippines. The game contains assessment and monitoring support for tracking the patient’s progress in terms of fine finger dexterity, for example, finger control, isolation and coordination, and range of motions. The baselines for data comparison and analysis were gathered through an initial test with subjects with normal hand function. Three stroke survivors then participated in a pilot study, using the game for a total of nine testing sessions.

Results Objective measures showed that patients’ dexterity did in fact improve, although it is not possible to draw strong conclusions because of the small sample size. In subsequent interviews, patients indicated that they believed that the games helped in their recovery and said that they preferred playing with the game over performing the standard therapeutic activities.

Conclusion The development of this game and the preliminary findings from the pilot study suggest that games may indeed be effective instruments for therapy.

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This entry was posted in Change, Creativity and Innovation, Crisis Management, Engagement, Entertainment, Health Care, Innovation, Media, Mental Health, Performance, Positive Pyschology, Science, Simulation & Gaming, Social Impact, Strategy, Technology and tagged , , , , , , by Cynthia Nalevanko, Editor, Management INK. Bookmark the permalink.

About Cynthia Nalevanko, Editor, Management INK

Founded in 1965, SAGE is the world’s leading independent academic and professional publisher. Known for our commitment to quality and innovation, SAGE has helped inform and educate a global community of scholars, practitioners, researchers, and students across a broad range of subject areas. With over 900 employees globally from principal offices in Los Angeles, London, New Delhi, Singapore, and Washington DC, our publishing programme includes more than 560 journals and over 800 books, reference works and databases a year in business, humanities, social sciences, science, technology and medicine. Believing passionately that engaged scholarship lies at the heart of any healthy society and that education is intrinsically valuable, SAGE aims to be the world’s leading independent academic and professional publisher. This means playing a creative role in society by disseminating teaching and research on a global scale, the cornerstones of which are good, long-term relationships, a focus on our markets, and an ability to combine quality and innovation. Leading authors, editors and societies should feel that SAGE is their natural home: we believe in meeting the range of their needs, and in publishing the best of their work. We are a growing company, and our financial success comes from thinking creatively about our markets and actively responding to the needs of our customers.

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