VR for Stroke

videogame desing for stroke rehabilitation

Game scenarios

An interdisciplinary team was joined to design this videogame. We followed a UCD methodology. Three game scenarios were proposed based on upper-arm rehab movements and Colombian Culture

1) Hammering boxes: Elbow Flexo-extension 

2) Tejo play: Shoulder Flexo-extension

3) Horse riding: Shoulder rotations

play test

The videogame was programmed in Unity 3D to be used with the Meta Quest 2. The iterative design was developed through playtesting in which content and game mechanics were improved. Eight participants with stroke joined the playtesting sessions developing iterative versions of the videogames.

Evaluation with people who has suffered stroke

A longitudinal single-arm study.

In a multi-session study, we evaluated the feasibility of using this custom-made immersive VR exergame for upper limb at-home rehabilitation in stroke participants.

We conducted 14 sessions of 15 minutes involving ten participants (6 females, ages 58.1 ± 7.5 years old) who volunteered to participate in an assisted at-home rehabilitation process. The study employed a range of evaluation tests to measure physical rehabilitation and game user experience outcomes .

In summary, our results indicate that the immersiveVR exergame improved the range of motion, spasticity, and overall game userexperience among participants with stroke in a longitudinal, single-arm inter-vention.