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Create free accountWhitepaperIFIP International Conference on Entertainment Computing (ICEC)
This system integrates collaborative serious gaming into upper limb rehabilitation for patients with multiple sclerosis.
Like two pilots coordinating to fly a plane, players must work together to succeed in the game.
The Social Maze explores the integration of collaborative serious gaming into upper limb rehabilitation for patients with multiple sclerosis (MS). The primary objective is to enhance patient motivation and engagement by incorporating social interaction into structured, robot-assisted physical therapy. By utilizing haptic feedback technology, the system provides a personalized training environment that allows patients to perform essential motor skills—such as reaching, lifting, and turning—within a gamified, virtual context.
The game design centers on a "closely-coupled collaboration" model, requiring two participants to work in tandem to navigate a maze, avoid obstacles, and collect symbols. The system supports various pairing scenarios, including patient-to-patient, patient-to-therapist, or patient-to-family member interactions. Hardware integration includes the HapticMaster for patients, while partners may use diverse input devices such as the Novint Falcon, Wiimote, or Microsoft Kinect. Haptic parameters are adjustable, allowing therapists to calibrate the physical difficulty of the game to match the specific capabilities and progress of the patient.
Qualitative findings from user testing and observations indicate that the collaborative nature of the game successfully fosters social engagement. Participants reported increased motivation, with evidence of strategic communication, mutual encouragement, and the development of long-term social rapport between patients and therapists. The study concludes that embedding social dynamics into rehabilitation exercises not only facilitates the necessary physical movements but also creates a more enjoyable and sustainable therapeutic experience. This approach demonstrates that serious games can effectively bridge the gap between clinical necessity and patient engagement through shared, goal-oriented activity.
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