ArticleJournal of neuroengineering and rehabilitation2016
Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation.
Article in Journal of neuroengineering and rehabilitation, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 10 papers.
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Who cites it
10 citing papers in PubMed.
- Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.Journal of neuroengineering and rehabilitation · 2021Trial
- Elements virtual rehabilitation improves motor, cognitive, and functional outcomes in adult stroke: evidence from a randomized controlled pilot study.Journal of neuroengineering and rehabilitation · 2019Trial
- Tools and methods for assessing the usability and related aspects of usability of extended reality and telerehabilitation technologies in stroke rehabilitation: a scoping review.Journal of neuroengineering and rehabilitation · 2025Review
- The Use of Extrinsic Performance Feedback and Reward to Enhance Upper Limb Motor Behavior and Recovery Post-Stroke: A Scoping Review.Neurorehabilitation and neural repair · 2025Article
- Home-based guidance training system with interactive visual feedback using kinect on stroke survivors with moderate to severe motor impairment.Journal of neuroengineering and rehabilitation · 2024Article
- e-VITA study protocol: EU-Japan virtual coach for smart aging.Frontiers in public health · 2024Article
- Evaluating the usability of a co-designed power assisted exercise graphical user interface for people with stroke.Journal of neuroengineering and rehabilitation · 2023Article
- Compliance with Upper Limb Home-Based Exergaming Interventions for Stroke Patients: A Narrative Review.Journal of rehabilitation medicine · 2022Review
- Low-Cost Tracking Systems Allow Fine Biomechanical Evaluation of Upper-Limb Daily-Life Gestures in Healthy People and Post-Stroke Patients.Sensors (Basel, Switzerland) · 2019Article
- Kinect V2 Performance Assessment in Daily-Life Gestures: Cohort Study on Healthy Subjects for a Reference Database for Automated Instrumental Evaluations on Neurological Patients.Applied bionics and biomechanics · 2017Article
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundThe enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming.
methodsWe performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire.
resultsIn the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p < .001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p = .074), significantly shorter travel distance (p < .001), higher movement efficiency (p < .001) and higher performance scores (p < .001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance.
conclusionsGaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.
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