Including Social Interaction in Stroke VR-Based Motor Rehabilitation Enhances Performance: A Pilot Study

Social factors and motivation are key factors for recovery in stroke patients (Glass, Matchar, Belyea, & Feussner, 1993). The goal of this study is to enhance accessibility and evaluate the effects of including social interaction in a virtual reality (VR) -based system for stroke rehabilitation. We hypothesize that a multiplayer competitive context will have a positive effect on the involvement of the patients in the therapy and thus on the rehabilitation process. We test this hypothesis using the Rehabilitation Gaming System (RGS), an ICT virtual reality tool for upper extremities motor rehabilitation. First, we implemented and evaluated a new interface based on a low-cost key-glove. Then, we developed a dedicated RGS scenario where the player has to match pairs of cards from a stack of playing cards. This task trains cognitive (memory) and motor tasks (grasping and reaching). Eight stroke patients participated in two sessions lasting 20 min, one using a single-player VR environment and another using a multiplayer version of the same game. A usability test showed that participants interact with the system much faster when using the new key-glove–based interface (p = .02) in comparison to a mouse and keyboard. In addition, our results showed that upper limb exercises performed by the patients in multiplayer mode reached wider elbow flexion/extension movements than the ones performed during the single-player game session (p = .04). Considering that the presence of spasticity is very common in patients affected by an ictus and that it causes an ongoing level of contraction, these results suggest that the patients affected displayed more effort in reaching if engaged in a social task. Our study shows that accessibility and social engagement in multiplayer environments positively affects the patients' performance and enjoyment during the task. Although the long-term impact of this enhanced motivation needs to be further assessed, our results do suggest that the inclusion of social factors such as multiplayer capabilities is an important factor for the rehabilitation process in VR-based therapy and might have an impact on both performance and mood of stroke patients.

[1]  Van Peppen,et al.  The impact of physical therapy on functional outcomes after stroke : what ’ s the evidence ? , 2004 .

[2]  Noomi Katz,et al.  Video capture virtual reality as a flexible and effective rehabilitation tool , 2004, Journal of NeuroEngineering and Rehabilitation.

[3]  Monique Manhal-Baugus,et al.  E-Therapy: Practical, Ethical, and Legal Issues , 2001, Cyberpsychology Behav. Soc. Netw..

[4]  G. Kwakkel,et al.  The impact of physical therapy on functional outcomes after stroke: what's the evidence? , 2004, Clinical rehabilitation.

[5]  A. Rizzo,et al.  The application of virtual reality technology in rehabilitation. , 2001 .

[6]  G. Kwakkel,et al.  Understanding the pattern of functional recovery after stroke: facts and theories. , 2004, Restorative neurology and neuroscience.

[7]  M. Cameirão,et al.  Virtual reality based upper extremity rehabilitation following stroke: a review , 2008 .

[8]  Antonio Frisoli,et al.  The Combined Impact of Virtual Reality Neurorehabilitation and Its Interfaces on Upper Extremity Functional Recovery in Patients With Chronic Stroke , 2012, Stroke.

[9]  P. Verschure,et al.  The rehabilitation gaming system: a review. , 2009, Studies in health technology and informatics.

[10]  W. McIlroy,et al.  Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation: A Pilot Randomized Clinical Trial and Proof of Principle , 2010, Stroke.

[11]  P. Verschure,et al.  The Rehabilitation Gaming System: a Virtual Reality Based System for the Evaluation and Rehabilitation of Motor Deficits , 2007, 2007 Virtual Rehabilitation.

[12]  Aleksander Väljamäe,et al.  Quantifying human subjective experience and social interaction using the eXperience Induction Machine , 2011, Brain Research Bulletin.

[13]  David W. Johnson,et al.  Comparison Of Computer-Assisted Cooperative, Competitive, And Individualistic Learning , 1986 .

[14]  G. Riva,et al.  Cybertherapy - Internet and Virtual Reality as Assessment and Rehabilitation Tools for Clinical Psychology and Neuroscience , 2004, Cybertherapy.

[15]  M. Dombovy,et al.  Understanding stroke recovery and rehabilitation: Current and emerging approaches , 2004, Current neurology and neuroscience reports.

[16]  J. Krakauer Motor learning: its relevance to stroke recovery and neurorehabilitation. , 2006, Current opinion in neurology.

[17]  S. Adamovich,et al.  Virtual reality-augmented rehabilitation for patients following stroke. , 2002, Physical therapy.

[18]  Jeremy N. Bailenson,et al.  Transformed Social Interaction: Decoupling Representation from Behavior and Form in Collaborative Virtual Environments , 2004, Presence: Teleoperators & Virtual Environments.

[19]  Brenda K. Wiederhold,et al.  Internet and Virtual Reality as Assessment and Rehabilitation Tools for Clinical Psychology and Neuroscience 14 the Future of Cybertherapy: Improved Options with Advanced Technologies , 2022 .

[20]  Argiris Theodosiou,et al.  Temporal Stability of the Intrinsic Motivation Inventory , 2003, Perceptual and motor skills.

[21]  C. Mathers,et al.  Projections of Global Mortality and Burden of Disease from 2002 to 2030 , 2006, PLoS medicine.

[22]  John F. Disterhoft,et al.  Learning, aging and intrinsic neuronal plasticity , 2006, Trends in Neurosciences.

[23]  Andrea Gaggioli,et al.  Prospects for the Use of Multiplayer Online Games in Psychological Rehabilitation , 2007, 2007 Virtual Rehabilitation.

[24]  S. Small,et al.  The mirror neuron system and treatment of stroke. , 2012, Developmental psychobiology.

[25]  P. Verschure,et al.  Neurorehabilitation using the virtual reality based Rehabilitation Gaming System: methodology, design, psychometrics, usability and validation , 2010, Journal of NeuroEngineering and Rehabilitation.

[26]  D B Matchar,et al.  Impact of Social Support on Outcome in First Stroke , 1993, Stroke.

[27]  Miguel Nussbaum,et al.  A Model to Support the Design of Multiplayer Games , 2000, Presence: Teleoperators & Virtual Environments.

[28]  P. Verschure,et al.  Virtual reality based rehabilitation speeds up functional recovery of the upper extremities after stroke: a randomized controlled pilot study in the acute phase of stroke using the rehabilitation gaming system. , 2011, Restorative neurology and neuroscience.

[29]  Andrea Gaggioli,et al.  Avatars in Clinical Psychology: A Framework for the Clinical Use of Virtual Humans , 2003, Cyberpsychology Behav. Soc. Netw..

[30]  樊希强,et al.  Cooperative Learning , 2020, Teaching High School Physics.

[31]  G. Rizzolatti,et al.  Understanding motor events: a neurophysiological study , 2004, Experimental Brain Research.

[32]  C. Wolfe,et al.  Qualitative analysis of stroke patients' motivation for rehabilitation , 2000, BMJ : British Medical Journal.

[33]  Shigeru Sonoda,et al.  Full-Time Integrated Treatment Program, a New System for Stroke Rehabilitation in Japan: Comparison with Conventional Rehabilitation , 2004, American journal of physical medicine & rehabilitation.