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Serious Games in Physical Rehabilitation From Theory to Practice Bruno Bonnechère 123 Serious Games in Physical Rehabilitation Bruno Bonnechère Serious Games in Physical Rehabilitation From Theory to Practice Bruno Bonnechère Laboratory of Anatomy Biomechanics and Organogenesis Université Libre de Bruxelles Brussels, Belgium Department of Electronic and Informatics - ETRO Vrije Universiteit Brussel, Brussels, Belgium imec Leuven, Belgium ISBN 978-3-319-66121-6 ISBN 978-3-319-66122-3 (eBook) https://doi.org/10.1007/978-3-319-66122-3 Library of Congress Control Number: 2017956924 © Springer International Publishing AG 2018 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations. Printed on acid-free paper This Springer imprint is published by Springer Nature The registered company is Springer International Publishing AG The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland Preface At first sight, for an uninformed reader, the title of this book must seem a bit unusual. Actually, there may be a double astonishment. The first one is this term serious attached to game: how can games be serious since they are associated, for most people, with pleasure and fun? This first point is nevertheless not too difficult to clarify since lots of games are serious (e.g., chess, Go) and/or used to develop skills (e.g., management, reflection). Actually, the title of this book should have been the use of serious video games in physical rehabilitation. Indeed, in the last sixty years, video games have been developed and are becoming every day more and more popular within the popula- tion. While traditional games are accepted by most people and recognized as benefi- cial the use of video games is more problematic. The most frequent criticisms about video games are that they would be responsible for an increase in violence, decrease in social contacts, and would turn the players more sedentary. This leads to the second contradiction of the title of this book: video games and physical therapy. Should not rehabilitation medicine be something serious and not something fun? The aim of this book is therefore to demonstrate that video games can indeed be serious and used, successfully, in rehabilitation. The transition of gaming consoles from the living room to the hospital and the clinic is not that obvious and is far away from the classical development of medical devices. The typical stages of development and integration of new medical devices are request from the clinics (need), team of researchers (engineers, doctors, etc.) work- ing on a prototype, and then several interactions between clinics and the research to get the final product. This is the classic translation between research and clinics. Whether or not this product needs to be validated before being used in clinics is debatable for medical devices whereas the questions about efficacy, effectiveness, and safety are, naturally, not an option for drugs. The integration of serious games within the rehabilitation is totally different: the products have been designed and developed for fun and entertainment and then some clinicians seeing a possible clinical interest tried to use the games with their patients. It is only later on that researchers and developers have had interest for this field and tried to develop specific games for rehabilitation, first based on existing gaming device and then by developing specific devices too. v vi Preface Both development of new medical devices and rehabilitation medicine being highly multidisciplinary, this book has thus to be as broad and comprehensive as possible. In order to understand how video games could be used in clinics, it is important to have a clear view of the current available technologies and what are the next expected improvements. As serious as they can be, serious games are still games, we will see how the traditional games have been developed since ages and can be used for rehabilitation, and then of course the rise of video games for entertainment and then in the health- care domain. The most important part of this book is the discussion about the clinical efficacy and safety of such kind of new intervention for various pathologies and how to inte- grate serious games within the conventional rehabilitation. More than ever, in the global context of reducing healthcare costs, medical devices must be validated in clinics in order to have a chance to be reimbursed; therefore well-designed and controlled randomized clinical trial should be con- ducted in this field, and an example is provided in this book. Some people often forget that the last step of the translational process between research and patient is…business! Therefore in the last part of this book we will present some business aspects focusing on innovation and novelty, the two key ele- ments to develop a sustainable business. Brussels, Belgium Bruno Bonnechère Contents 1 The Technology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.1 The Computers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1.2 The Graphical (R)evolution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.3 The Three-Dimensional Environment . . . . . . . . . . . . . . . . . . . . . . . . . 2 1.4 T he Internet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1.5 T he Commercial Video Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.5.1 From Games to Sciences? . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 1.5.2 Nintendo Wii . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1.5.3 Sony PlayStation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1.5.4 Microsoft Xbox Kinect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 1.5.5 Other Devices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 2 Physical Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 2.1 Definition and Principles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 2.1.1 A Multidisciplinary Teamwork . . . . . . . . . . . . . . . . . . . . . . . . 12 2.1.2 The Neuromusculoskeletal System . . . . . . . . . . . . . . . . . . . . . 14 2.1.3 Treatment and Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 2.2 Obstacles to Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 2.2.1 Severity of the Disease . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 2.2.2 Motivational Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.2.3 Financial Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.2.4 Access to Care . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 2.2.5 Lack of Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 2.3 Telemedicine and E-Health . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 3 T he (Serious) Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 3.1 T he Games in the Society . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 3.1.1 Traditional Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 3.1.2 Video Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 3.2 G ames in Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 3.3 T he Serious Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 3.3.1 Definitions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 3.3.2 History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 vii viii Contents 3.3.3 Principles of Action . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 3.3.4 Field of Application . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 4 Serious Games in Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 4.1 General Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 4.1.1 A New Trend? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 4.1.2 Commercial or Specific Games? . . . . . . . . . . . . . . . . . . . . . . 42 4.1.3 For Which Patients? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 4.1.4 Number of Session? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 4.2 Aging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 4.2.1 Clinical Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 4.2.2 Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 4.2.3 Use of Serious Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 4.3 Obesity and Overweight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 4.3.1 Clinical Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 4.3.2 Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56 4.3.3 Use of Serious Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57 4.4 Stroke . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 4.4.1 Clinical Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61 4.4.2 Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 4.4.3 Use of Serious Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 4.5 Balance Training . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 4.5.1 Clinical Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72 4.5.2 Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 4.5.3 Use of Serious Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 4.6 Cerebral Palsy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 4.6.1 Clinical Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 4.6.2 Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 4.6.3 Use of Serious Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 4.7 Parkinson’s Disease . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 4.7.1 Clinical Presentation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 4.7.2 Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 4.7.3 Use of Serious Games . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 4.8 Orthopedic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 4.8.1 Low Back Pain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 4.8.2 Prosthesis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 4.9 Other Pathologies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 4.9.1 Multiple Sclerosis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 4.9.2 Fibromyalgia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92 4.9.3 Systemic Lupus Erythematosus . . . . . . . . . . . . . . . . . . . . . . . 93 4.9.4 Schizophrenia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93 4.9.5 Down Syndrome . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 Contents ix 4.9.6 Mild Cognitive Impairment . . . . . . . . . . . . . . . . . . . . . . . . . . 94 4.9.7 Alzheimer’s Disease. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 4.9.8 Pulmonary Diseases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94 4.9.9 Diabetes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 4.9.10 Urinary Incontinence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95 4.9.11 Pain Management . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 5 Clinical and Practical Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 5.1 Body and Brain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 5.1.1 History and Philosophy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111 5.1.2 Current Knowledge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112 5.1.3 Physical Rehabilitation Using the Brain . . . . . . . . . . . . . . . . 112 5.1.4 Effect on Physical Activity on the Brain . . . . . . . . . . . . . . . . 113 5.2 Integration of Serious Games in the Conventional Rehabilitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114 5.2.1 Early Phase. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115 5.2.2 During the Treatment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116 5.2.3 After the Treatment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117 6 The Need of Clinical Validation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 6.1 Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119 6.2 Designs of RCTs to Validate the use of Serious Games . . . . . . . . . . 120 6.2.1 Design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 6.2.2 Setting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 6.2.3 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 6.2.4 Materials . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 6.2.5 Interventions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121 6.2.6 Outcomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 6.2.7 Evaluation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126 6.2.8 Continuous Follow-Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 6.2.9 Statistical Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128 6.3 D iscussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131 7 I n the Future . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 7.1 Problems to Solve . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 7.1.1 Technological Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 7.1.2 Ethical Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 7.1.3 People’s Mind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 136 7.1.4 Financial Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 7.2 A Lucrative Market? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 7.2.1 Targeted Populations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 7.2.2 The Current Companies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 x Contents 7.3 New Trends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 7.3.1 Functional Evaluation During Rehabilitation . . . . . . . . . . . . 140 7.3.2 Telemonitoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 7.3.3 Evaluation of Clinical Trial . . . . . . . . . . . . . . . . . . . . . . . . . . 141 7.3.4 Haptic and Robotic Devices . . . . . . . . . . . . . . . . . . . . . . . . . . 141 7.3.5 Orthosis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 7.3.6 Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143 7.3.7 Machine Learning and Artificial Intelligence . . . . . . . . . . . . 143 References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145

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