Design of an exergaming station for children with cerebral palsy

We report on the design of a novel station supporting the play of exercise video games (exergames) by children with cerebral palsy (CP). The station combines a physical platform allowing children with CP to provide pedaling input into a game, a standard Xbox 360 controller, and algorithms for interpreting the cycling input to improve smoothness and accuracy of gameplay. The station was designed through an iterative and incremental participatory design process involving medical professionals, game designers, computer scientists, kinesiologists, physical therapists, and eight children with CP. It has been tested through observation of its use, through gathering opinions from the children, and through small experimental studies. With our initial design, only three of eight children were capable of playing a cycling-based game; with the final design, seven of eight could cycle effectively, and six reached energy expenditure levels recommended by the American College of Sports Medicine while pedaling unassisted.

[1]  J. Deutsch,et al.  Use of a Low-Cost, Commercially Available Gaming Console (Wii) for Rehabilitation of an Adolescent With Cerebral Palsy , 2008, Physical Therapy.

[2]  Stefan Agamanolis,et al.  Exertion interfaces: sports over a distance for social bonding and fun , 2003, CHI '03.

[3]  T. Baranowski,et al.  Impact of an Active Video Game on Healthy Children’s Physical Activity , 2012, Pediatrics.

[4]  Ryan E Rhodes,et al.  The health benefits of interactive video game exercise. , 2007, Applied physiology, nutrition, and metabolism = Physiologie appliquee, nutrition et metabolisme.

[5]  Adrian David Cheok,et al.  Pervasive games: bringing computer entertainment back to the real world , 2005, CIE.

[6]  John C. Garner,et al.  Changes in Physical Activity and Fitness After 3 Months of Home Wii Fit™ Use , 2011, Journal of strength and conditioning research.

[7]  Maria Klara Wolters,et al.  Leveraging large data sets for user requirements analysis , 2011, ASSETS.

[8]  C. Häger,et al.  Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy , 2011, Developmental neurorehabilitation.

[9]  Ryan E Rhodes,et al.  Predicting the effect of interactive video bikes on exercise adherence: An efficacy trial , 2009, Psychology, health & medicine.

[10]  Ralf Steinmetz,et al.  Serious games for health: personalized exergames , 2010, ACM Multimedia.

[11]  H. Stam,et al.  Energy expenditure in adults with cerebral palsy playing Wii Sports. , 2010, Archives of physical medicine and rehabilitation.

[12]  Nils Carstengerdes,et al.  Filtering Joystick Data for Shooter Design Really Matters , 2011, ICEC.

[13]  Alejandro Mesejo-Chiong,et al.  Use of serious games for motivational balance rehabilitation of cerebral palsy patients , 2011, ASSETS '11.

[14]  Heidi Sugarman,et al.  Use of the Nintendo Wii Fit for the Treatment of Balance Problems in an Elderly Patient with Stroke: A Case Report , 2009 .

[15]  R. Abresch,et al.  Effectiveness of an Upper Extremity Exercise Device Integrated With Computer Gaming for Aerobic Training in Adolescents With Spinal Cord Dysfunction , 2006, The journal of spinal cord medicine.

[16]  Fraser Anderson,et al.  Lean on Wii: physical rehabilitation with virtual reality Wii peripherals. , 2010, Studies in health technology and informatics.

[17]  Lisa Avery,et al.  Correlates of decline in gross motor capacity in adolescents with cerebral palsy in Gross Motor Function Classification System levels III to V: an exploratory study , 2010, Developmental medicine and child neurology.

[18]  Lorna R. Boschman Exergames for adult users: a preliminary pilot study , 2010, Future Play.

[19]  P. Thompson,et al.  ACSM's Guidelines for Exercise Testing and Prescription , 1995 .

[20]  M. Weiser,et al.  Hot topics-ubiquitous computing , 1993 .

[21]  Luc Geurts,et al.  Digital games for physical therapy: fulfilling the need for calibration and adaptation , 2011, Tangible and Embedded Interaction.

[22]  S. Hanna,et al.  Stability and decline in gross motor function among children and youth with cerebral palsy aged 2 to 21 years , 2009, Developmental medicine and child neurology.

[23]  B. Dan,et al.  A report: the definition and classification of cerebral palsy April 2006 , 2007, Developmental medicine and child neurology. Supplement.

[24]  Tien-Yow Chuang,et al.  Use of Virtual Reality to Improve Upper-Extremity Control in Children With Cerebral Palsy: A Single-Subject Design , 2007, Physical Therapy.

[25]  Richard Foulds,et al.  Usability of an adaptable video game platform for children with cerebral palsy , 2009, 2009 IEEE 35th Annual Northeast Bioengineering Conference.

[26]  Martin R. Gibbs,et al.  Jogging over a distance: the influence of design in parallel exertion games , 2010, Sandbox '10.

[27]  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.