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Entertainment Computing 14 (2016) 55–65

Contents lists available at ScienceDirect

Entertainment Computing
journal homepage: ees.elsevier.com/entcom

Exergaming and rehabilitation: A methodology for the design of effective


and safe therapeutic exergames q
Michele Pirovano a, Elif Surer a,1, Renato Mainetti a, Pier Luca Lanzi b, N. Alberto Borghese a,⇑
a
Laboratory of Applied Intelligence Systems, Department of Computer Science, Università degli Studi di Milano, Via Celoria 20, 20133 Milan, Italy
b
Dipartimento di Elettronica, Informatica e Bioingegneria, Politecnico di Milano, Milano, Italy

a r t i c l e i n f o a b s t r a c t

Article history: We present here a comprehensive definition of therapeutic exergames from which a methodology to cre-
Received 4 February 2015 ate safe exergames for real therapy pathways is derived. Three main steps are identified. (I) A clear iden-
Revised 6 October 2015 tification of all the exercise requirements, not only in terms of goals of the therapy, but also in terms of
Accepted 26 October 2015
additional constraints. Characteristic parameters for determining the challenge level and to assess pro-
Available online 31 October 2015
gression are also defined in this phase. (II) The exercise is transformed into a Virtual Exercise, in which
all the exercise elements are implemented inside a simple virtual environment. In this step the discussion
Keywords:
between clinical and ICT teams allows maximizing the effectiveness of exergames implementation. (III)
Exergames
Serious games
The final exergame is realized by introducing on top of the exercise all the game elements suggested by
Game therapy good game design to maximize entertainment. A clear line between exercises and games is drawn here.
Rehabilitation We illustrate the methodology with exergames designed for (1) balance and posture and (2) neglect reha-
Game design bilitation, implemented and tested with post-stroke patients training autonomously at home. The
methodology can have a broader impact as it can be applied also in other gaming fields in which the
requirements go beyond entertainment.
Ó 2015 Elsevier B.V. All rights reserved.

1. Introduction Exergames have become widespread in the well-being field,


even finding commercial success, like the Wii Fit game.2 An
Physical rehabilitation is nowadays ubiquitous and keeps increasing number of recent studies have introduced exergames in
expanding as the elderly population increases in industrialized rehabilitation [3,4]; these demonstrate that exergame-based therapy
countries. Stroke and traumatic brain injuries (TBI) represent the is effective and that motivational benefits do exist. However, current
leading medical conditions that require intensive rehabilitation approaches require the presence of a therapist, at least remotely, for
[1]. In the traditional healthcare model, rehabilitation consists of safety and efficacy reasons. This has limited so far the adoption of
daily sessions of exercises carried out with a therapist supervising this approach in real settings as the gain appears small.
the patient in real-time [2]. This represents a large and ever- A few attempts were made in using commercial exergames for
increasing cost for healthcare providers that cannot be sustained autonomous rehabilitation at home [5]. However, adverse effects
in the long term, hence why new solutions to administer rehabili- were reported, such as occurrences of knee or back pain, and too
tation are needed. In this context, a lot of research has recently little validation data are available as of now to conclude on their
been directed toward video games, and exergames in particular. beneficial properties. Similar problems were reported also for the
Exergames let patients exercise while playing games that hide use of the Wii for fitness purposes [6].
the burden of the therapeutic repetitive tasks under the hood of Indeed, commercial exergames, made for entertainment and fit-
a compelling fantasy, thus providing effective treatment while ness, cannot address the whole range of requirements of a rehabil-
leveraging the motivational power of games to increase adherence. itation therapy. In fact, commercial exergames integrate into their
gameplay the primary goals of an exercise, which are translated
into game actions, but they do not address what we call here the
q
secondary goals of an exercise, i.e. the specification of how an exer-
This paper has been recommended for acceptance by Helmut Hlavacs.
⇑ Corresponding author. Tel.: +39 02 503 14011. cise should be carried out. This is important, for instance, in reha-
E-mail address: alberto.borghese@unimi.it (N. Alberto Borghese).
1
Present address: Department of Modeling and Simulation, Graduate School of
2
Informatics, Middle East Technical University, Ankara, 06800, Turkey. Available at http://wiifit.com/.

http://dx.doi.org/10.1016/j.entcom.2015.10.002
1875-9521/Ó 2015 Elsevier B.V. All rights reserved.
56 M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65

bilitation, where therapists not only assign exercises, but also provided a popular definition that includes most of the commonly
supervise, advise, and correct the patient while exercising. With- accepted elements:
out this supervision activity, exercising could possibly do more
2. ‘‘A game is a system in which players engage in an artificial
harm than good due to maladaptation, wrong postures, and joint
conflict, defined by rules, that results in a quantifiable outcome.”
overloading [5,6].
Exergames can represent the key to provide autonomous reha- These definitions have a point in common: an exercise is struc-
bilitation at-home, but they should combine motivational content tured, while a game is defined by rules. The two concepts can be
with supervision to guarantee therapy efficacy and safety. This assimilated. Of the two, especially while treating therapeutic exer-
raises a question: how can we design such exergames to guarantee games, the exercise’s structure must clearly have priority, as our
this? Some initial work in this direction was carried out by Flores main goal must be to provide valid exercises, and only then to pro-
et al. [7] which pointed out the lack of common guidelines and vide entertaining games. By defining how the exercise and the
made some initial proposals, but a shared view of which features game are linked through this common point, we will come up with
a therapeutic exergame should possess is still missing. The discus- a suitable definition of exergame. Given a game, the person that
sion is also made difficult by confusion about terminology, a con- interacts with it is said to be playing. Much like game, play is a term
fusion that must be lifted if we want to create effective that has many different meanings. We borrow, again from [11], a
therapeutic exergames. In this paper, we aim to fill this gap. We quite general definition of play:
clearly define what exergames and therapeutic exergames are,
and, based on this, we outline a methodology for the design of 3. ‘‘Play is free movement within a more rigid structure.”
exergames of therapeutic validity. We also show examples of This definition better clarifies the relationship between a game
use, and discuss the consequences of our approach applied to the and an exercise: since an exercise is defined through its structure,
rehabilitation domain. we derive that by introducing play into the exercise we manage to
assemble a game inside the exercise itself. This last observation
2. Materials and methods provides a natural definition for the term exergame:

2.1. Defining exergames and therapeutic exergames 4. ‘‘An exergame is an exercise with a game built into its structure.”
Compared to other definitions, this definition details the rela-
Although the term exergame has become widespread, its defini- tionship between exercise and game, as it highlights the primacy
tion is still fuzzy. An exergame has a dual nature: it is both an exer- of the exercise over the game. It follows that the game should
cise and a game, but it is hard to separate the two aspects. not interfere with the correct execution of the exercise: this means
However, by drawing a line between these two aspects, the task that the exergame, when stripped of its gaming parts, should still
of designing the exercise, its graphical appearance, or the gaming work as a valid exercise.
elements can be better approached by the respective field experts. This has a large impact on the game designer as game mechan-
Recently, Oh and Yang reviewed the use and definition of exergame ics must be constrained by the exercise limits. The freedom of
in research, addressing the characteristics of the exercise aspects movement needed for the player to enjoy the game (its gameplay)
and proposing their own all-encompassing definition: ‘‘an experi- must be designed such that it is contained inside the structure of
ential activity in which playing an exergame or a video game requires the exercise, as visually suggested in Fig. 1. This constraint is even
physical exertion or movements that are more than sedentary activi- stricter than may seem at a first glance, because not only does the
ties and also include strength, balance, and flexibility activities” [8]. exercise constitute the structure for play, but it also dictates the
However, neither this definition analyses the interplay between allowed physical movements that the user may perform and their
the game and the exercise aspects nor does it neatly separate the intensity. Game mechanics cannot modify such movements, as
two. Moreover, current exergames are focused on what a user they are required by the exercise.
should do (primary goals) and totally disregard how user actions By understanding the relationship between the game and the
should be carried out (secondary goals). In addition, previous def- exercise, we can now correctly treat primary and secondary goals.
initions do not give any insight on how to design exergames. Based In a therapeutic exergame, primary goals can be easily merged into
on these observations, we provide here a novel comprehensive def- the gameplay, while secondary goals, such as movement correct-
inition of exergames and we also make a clear distinction with ness or compensatory motion prevention, can be addressed sepa-
exergames that can be applied in real clinical settings, referred to rately, although they should still provide feedback to the user.
as therapeutic exergames. From these considerations, we propose here a more complete def-
We start from the definition of exercise. The concept of exercis- inition of therapeutic exergames:
ing is well known and leaves little doubt to its interpretation. We
borrow its definition from a medical dictionary [9]: 5. ‘‘A therapeutic exergame is an exergame that supports all pri-
mary and secondary goals defined for an exercise.”
1. ‘‘Exercise is physical activity that is planned, structured, and
repetitive for the purpose of conditioning any part of the body.” Only if all the aspects of an exercise are fulfilled a therapeutic
exergame can be considered really effective and safe for the patient.
From this definition, it is clear that exergames can be fully con-
sidered exercises. Finding a suitable definition of game is harder, as 2.2. A methodology for the design of therapeutic exergames
even if many authors have endeavored to find an all-encompassing
definition of what a game is, a consensus has not been reached yet. We show here how the prior definitions can be translated into a
Dictionaries tend to define a game as ‘‘a physical or mental contest, suitable methodology to design effective and safe therapeutic exer-
played according to specific rules, with the goal of amusing or reward- games. This follows a four-step procedure (Fig. 2):
ing the participants” [10]. However, different interpretations of the
term do exist depending on the author’s focus, and the fact that the – Exercise definition. Starting from a therapy goal, a set of coher-
term game has many different uses makes a common definition ent exercises that covers all the needs of the therapy is chosen.
even harder to achieve. Salen and Zimmermann [11] performed a Each exercise is properly structured in terms of primary and
throughout comparison of the definitions in the literature and secondary goals.
M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65 57

Fig. 1. On the left, a simple exergame is represented as an exercise (the outer structure) and a game (the inner circle). Intuitively, play can only be performed inside the
exercise’s structure that provides the game’s boundaries. On the right, a therapeutic exergame instead has its exercise separated into its primary and secondary goals. The
primary goals are associated to the gameplay, while secondary goals can be handled separately, for instance by a Virtual Therapist. Both give output feedback to the patient.
Notice that secondary goals may provide additional hints to steer exergame design, as discussed in the next section.

Exercise

1
Lateral Do not
Weight Primary Secondary Bend
Shi Elbows
2

Virtual Exercise

3 4

Exergame Monitoring

Therapeuc
Exergame

Fig. 2. A visual representation of the methodology to design therapeutic exergames. (1) The exercise is defined. (2) A virtual exercise is created to address primary goals while
keeping in mind secondary goals. (3) The VE is transformed into an exergame, merging game mechanics with the primary goals. (4) The secondary goals are addressed
through a monitoring system that is then integrated inside the exergame (5) to obtain therapeutic validity.

– Virtualization. The primary goals of the exercise are imple- domain over which a coherent set of exercises can be created has
mented into a virtual exercise (VE) by defining input (tracking) to be first defined, typically arm, hand, or postural rehabilitation.
and output (feedback) requirements through simple graphical We then define the specific skills we want to re-train with each
elements and by specifying interaction mechanisms, while tak- exercise, for example, for posture rehabilitation, balance, muscle
ing into account constraints on feedback relative to secondary strength, or shift of body support from one foot to the other. The
goals. exercises must then be defined in terms of primary goals: the types
– Game design. The VE is then transformed into a true exergame of movement elicited and its quality.
by adding all gaming elements. In this stage, language used by therapists should be adopted
– Secondary goals. The secondary goals of the exercise are han- and the exercise can be described as the temporal sequence of dif-
dled separately, finally achieving a therapeutic exergame. ferent actions needed to complete the exercise, such as doing lat-
eral steps, alternating left and right steps, or shifting the body
2.2.1. Exercise definition sequentially along random directions. This action sequence is then
We start from the therapy goal of the exercise and we use reha- broken down into constituent basic actions, each of which requires
bilitation as an example of application domain. The rehabilitation a specific movement to be completed. We remark here that each
58 M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65

basic action can be evaluated by itself. This allows us to distin- design practice requires that these needs are taken into account
guish, for instance, the capability of moving to the right versus in this design stage. For example, we may choose a humanoid ava-
moving to the left. tar instead of simpler objects if we want to give feedback on full-
For each exercise, quality parameters have also to be provided body posture. This choice forces the final exergame to adopt this
to define movement properties. These can be, for instance, ampli- player representation. Therefore, secondary goals may produce
tude, accuracy, or speed of motion, and they determine the degree additional constraints to the design of feedback mechanisms (cf.
of challenge of the exercise itself and also allow an adaptation of Fig. 1b) and the VE is the place where these constraints are taken
the exercise difficulty to patient needs. Lastly, a set of output into account.
parameters has to be defined, for example movement accuracy, The VE requires a rendering engine, code implementing the
success rate, or reaction time, which allows us to obtain quantita- interaction logic, bare graphical elements that work as targets
tive evaluation of the patient’s performance on the primary goals and feedbacks, the required input devices, and an output device
of the exercise. (typically a display). The VE should be configurable so that input
Even though this information is sufficient to build exergames, it parameters associated to game difficulty can be changed and their
comes short in assigning therapeutic validity to them. In fact, noth- effect analyzed. As a result of this phase, an exercise can be per-
ing stops patients from executing the action sequence with wrong formed inside a virtual environment without the distractions of
movements if unconstrained, stressing the unimpaired limb more the gaming enrichments. The VE is the common ground on which
than the other. This can easily lead to anomalous compensatory the development team can analyze the exergame with the clini-
movements and to twisted postures, making the exercise useless cians to evaluate it early on, before full development, following
or even dangerous [5,6,12,13]. To guarantee safety, the exercise an iterative prototyping design method. This could be also
definition should also clearly state secondary goals that define regarded as the game’s skeleton, the result of stripping away all
how the movements are correctly executed. This information graphical elements to expose the underlying basic actions, making
may be defined in terms of allowed movements, such as ‘‘keep it quite similar to many very simple games proposed early in the
the back straight”, ‘‘do not bend the knee”, and ‘‘keep the center rehabilitation domain [14,15]. Additional features to support the
of mass between the feet”. Only by adding this information the def- therapy can be added to a VE upon need, such as dynamic difficulty
inition of a therapeutic exergame can be considered complete. adaptation [16] and data logging.
Both primary and secondary goals constitute the definition of
the exercise structure. To achieve maximum effectiveness, the def- 2.2.3. Game design for exergames
inition of the exercises should be carried out in strict collaboration The next step is to transform a VE into an enjoyable exergame
with the therapists [13] who identify these goals and clearly define by introducing gaming characteristics developed according to the
them, so that the final description of the exercises can be used as a rules of good game design [11,17,18], and especially taking into
technical document for implementation. account good game design for elderly patients [19] and for rehabil-
itation exergames in particular [7,13]. The game components
2.2.2. Virtual exercises: Addressing primary goals should be designed such as to enforce the underlying exercise
The now completely structured exercise needs to be trans- and put accessory elements in the background. In order to design
formed into its virtual exercise counterpart (VE). A VE is concerned a compelling game constrained inside an exercise, we can work
with the primary goals of the exercise and addresses the exercise’s on the gaming elements that are not strictly related to game
required actions in terms of a sequence of targets to be reached actions and mechanics. As a basis, all games require meaningful
(Fig. 3). At the same time, it deals with basic choices related to play (i.e. that actions have meaningful consequences in the game),
the virtual environment, such as choosing the point of view of clear and immediate feedback, as well as simple and direct interac-
the user. In case of a third person view, the best angle from which tions. These principles should be geared toward making the under-
the avatar is seen from is also defined. Feedback mechanisms are neath exercise clear and intuitive to perform. The exergame
designed to clearly show the outcome of their actions to patients, motivational factor can be further increased by leveraging intrinsic
for instance whether a target is hit or a movement has been suc- ‘‘fun factors”: challenge [20], fantasy [21], curiosity, sensation, and
cessfully performed (Fig. 3a). We also define tracking require- social play. These can be placed on top of the bare exergame, where
ments: the most adequate set of input devices that track all the possible. Fantasy and sensation are especially easy to introduce
required movements are identified. Since these choices impact without affecting the exercise. At last, extrinsic motivational
on the feedback related to secondary goals (Section 2.2.4), good effects can be obtained through careful use of verbal praise, scoring

Fig. 3. A virtual exercise associated to a 360 Steps exercise (Section 3.1.1) is shown. A third person view is used: the user sees his avatar inside an empty environment in which
the only elements, besides the avatar, are red spheres representing targets that appear, one at a time, at a set distance around the patient’s avatar (a) and disappear when the
user steps over them with a green sign and an auditory feedback (b). (For interpretation of the references to color in this figure legend, the reader is referred to the web
version of this article.)
M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65 59

mechanisms, and virtual reward systems [22,23]. The latter ele- Table 1
ments, being extrinsic, do not modify the exercise at all and are The input parameters used in the definition of the balance and posture exercises.

thus easy to introduce. As a final result, a VE is transformed into Name Description Unit
an exergame, with the motivational benefits this entails. Area of movement Required movement range m
Finally, early testing with healthy subjects and then with Spatial accuracy Accuracy needed to consider the interaction m
patients should be carried out to evaluate compliance and usability successful
and to receive feedback to improve the game design. This is also Trial duration Time interval between the start of a trial and s
its end
done in [24], where it is shown that good game design and graphics Inter-trial duration Time interval between one trial and the next s
largely improve the enjoyment provided by an exergame, although Touch time Time elapsed at the target position to consider s
highly detailed graphics do not add any significant advantage com- the interaction valid
pared to simpler, but refined, graphics. Total duration Total duration of the exercise S
Cognitive load For instance distractors or color coding n/a

2.2.4. Handling secondary goals


To handle secondary goals, we must design two different func-
tionalities: the first analyzes the stream of motion data and identi-
fies in real-time wrong movements, the second provides an Table 2
The output parameters used to assess the performance in the balance and posture
immediate feedback to the patients who can correct themselves exercises.
while exercising. An example of effective implementation of a
monitoring system is described in [25] where a fuzzy monitoring Name Description Unit

system is employed to supervise patient motion. Feedback on Reaction time Time elapsed from trial appearance to completion s
wrong movements is provided by changing the color of the associ- Maximum Maximum achieved movement (in four directions) m
movement
ated avatar segments, from green (correct movement), to yellow,
Accuracy Achieved accuracy when completing a trial m
orange, and red, depending on severity. When very wrong move-
ments persist for a long time, the game is paused and a Virtual
Therapist Avatar pops up to advise patients. Such a system there-
fore guarantees safety to the patient and constitutes a sort of con- requires only lateral steps, while the second guides the patients
tinuity between hospital and home rehabilitation and it is through steps over 360 degrees. These two will be treated differ-
therefore highly important for compliance. ently in the virtualization step.
Monitoring functionalities can be placed above the gameplay, as We consider three fundamental characteristics for these exer-
they are independent of it: their implementation neither modifies cises: range, accuracy, and speed, keeping in mind that in rehabil-
the game, nor is it integrated in its fantasy, the gameplay basically itation a patient is first trained on wider movements and in a
ignores it. Therefore, monitoring functionalities can be switched on second stage on more accurate and faster movements [26]. From
or off by the therapist without hampering the use of the exergame. these considerations we derived the quality parameters that regu-
Even though game and monitoring are independent, they share the late these characteristics: area of movement, spatial accuracy, and
same input tracking and output feedback mechanisms, which is duration of each basic action. Additional parameters can be
beneficial for reuse. Notice that monitoring may very well reuse defined, namely the touch time and the inter-trial period. The total
the same tracking devices that were selected for gameplay (i.e. to duration of an exercise also has to be defined, either in terms of
track the action sequence). Feedback may use the avatar’s appear- number of trials or total time. Lastly, in some cases, a cognitive
ance, but also non-game related visual and audio feedback, such as load value can be added to the parameters, adding the requirement
generic color-coded bars or simple and direct sounds. of making forced choices while exercising. For instance, only tar-
gets of a given color or shape are valid and have to be reached.
These parameters are summarized in Table 1. We remark that
3. Results the area of movement parameter has a different definition for
the different exercises: in Lateral Weight Shift it is related to the lat-
We describe here how this methodology can be used to design eral Limits of Stability (LOS)3 of the patient, while in Steps exercises
therapeutic exergames for rehabilitation in two different domains: it is related to the maximum step length of the patient.
balance and posture rehabilitation and neglect rehabilitation. We also define with the therapists the parameters used for eval-
uating patient performance (Table 2).
3.1. Balance and posture exergames In addition to these primary goals, therapists have to define
how these exercises should be executed to avoid maladaptation.
We must first identify the skills on which the patient has to be In the case of Lateral Weight Shift and Lateral Steps, knees and spine
trained. These are: balance, strength, and endurance [13]. The should not be bent and the center of pressure should not be moved
patient first needs to re-learn to acquire a vertical posture, with orthogonally to the direction of movement. For the 360 Steps exer-
his/her center of mass centered between the feet. He/she then cise, only the knee and spine constraints are applied.
can move toward exercises that require to shift the body, first lat- Evaluation of the efficacy of therapeutic exergames has to be
erally, then in the antero-posterior direction, and finally in all carried out through clinical assessment administered to the patient
directions. Finally, the patient must relearn to step laterally, for- before and after the treatment. These tests can also be adminis-
ward/backward, and in all directions. In parallel, he/she has to tered in between to tune the therapy adapting the difficulty level
increase the power of ankle and knee extensor muscles. Therapists and the parameters of the games. In the postural domain, for
must then identify typical exercises to improve these skills. instance, the following classical assessments have been suggested
As an example, we will describe completely three exercises: [13]: Berg Balance Berg Balance Scale, 7-min Timed Up and Go,
Lateral Weight Shift, which requires patients to shift their weight Short Physical Performance Battery, force platform stance tests,
from the left to the right leg (and vice versa) without changing
the feet position, and Steps, which requires patients to perform 3
LOS quantifies the maximum distance a person can intentionally displace their
steps in different directions. Two different versions of the latter Center of Gravity (COG), i.e. lean their body in a given direction without losing
exercise are considered: Lateral Steps and 360 Steps. The first balance, stepping, or reaching for assistance.
60 M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65

Fig. 4. The Fruit Catcher – Lateral Steps exergame (a), the Fire Fighter – 360 Steps exergame (b), and the Bubbles Bursters – 360 Steps exergame (c).

and gait analysis. These assessment tests are clearly linked to the inside the VE are transformed into nice cartoons, while additional
primary goals defined for the exergames. graphical objects are added to the scene to make the environment
richer and to reinforce the farming fantasy. These additional
3.1.1. Virtual exercises for balance and posture objects are placed to the sides, outside the place of interaction,
To virtualize the exercises, we created an essential virtual envi- so to not distract the user from the game. To add a surprise ele-
ronment: targets are represented as colored spheres and the user is ment, once in a while a worm will fall out of an apple after it is suc-
represented as an avatar. No other element is added at this stage cessfully caught, disappearing into the grass.
(Fig. 3). The user is instructed to perform the required movements, In Fire Fighter (Fig. 4b), the player sees him/herself as a huma-
e.g. stepping laterally, and upon reaching the target it disappears, noid avatar inside a barn, surrounded by hay bales. Due to the high
an audio signal is played, and a tick is displayed besides it temperature, the hay may catch fire and small flames may appear
(Fig. 3b). To match primary and secondary goals, i.e. to track users’ around the player. The player must reach the fire to extinguish it.
movement and to provide the data required to monitor them, input The game was designed to work with the Steps exercises, in which
requirements have to be defined. The selected exercises require the player has to step over the virtual flames to extinguish them. In
both the measurement of the patients’ center of pressure (COP) this game the range of motion determines the spawning radius of
and of their full body movement (especially to monitor secondary the flames, the speed parameter determines the frequency with
goals). We thus chose the Nintendo Wii Balance Board to track the which the flames appear, and the accuracy parameter determines
COP, and the Microsoft Kinect sensor to track whole body move- the amplitude of the flames.
ment in three dimensions. In Bubbles Burster (Fig. 4c), the player sees him/herself as a stick
In all these VEs, a third-person viewpoint was chosen with ther- inside a big cauldron, seen from above. Bubbles appear on the sur-
apists, so that patients see themselves from behind for a more face of the cauldron and must be reached by the stick by moving
effective feedback. In Lateral Weight Shift and Lateral Steps, as the around the play area. The game is built over the 360 Steps exercise.
movement is on the sagittal plane, the camera is positioned fron- The range parameters determine the spawning radius of the bub-
tally. For 360 Steps, instead, we created two different VEs. In one, bles, the speed parameters determine the frequency with which
the virtual camera is positioned slightly above to make the dis- the bubbles appear, and the accuracy parameters determine the
tance of each target clear in all directions but still allow being able size of the bubbles.
to use a humanoid avatar (Fig. 4a and b). In the other, the point of We remark that, to further reinforce the game fantasy through-
view is from above, and the avatar is a graphical object, like the out all exergames, all the games we designed share the same
wooden stick in Fig. 4c. The above view makes virtual distances theme: the farm life. Farm-related funny sound effects and match-
very clear on all eight directions and it is preferred for gameplay. ing music (with also the possibility for patients to choose their own
However, this view does not easily allow feedback on the patient’s tracks) are also added to all of our games. A scoring system is also
posture and step height required by monitoring. For this reason, it employed and, at the end of each exergame, a virtual reward is
is a worse choice when monitoring is required. obtained.

3.1.2. Therapeutic exergames for balance and posture 3.1.3. Secondary goals
We built several exergames over the virtual exercises defined Secondary goals are handled through a monitoring module that
above and we describe here how the defined methodology has watches over features extracted from the tracked input data
shaped three of them: Fruit Catcher over Lateral Weight Shift and stream. For each feature, constraints can be defined at configura-
Lateral Steps, Fire Fighter over Lateral Steps and 360 Steps, and Bub- tion time by the therapist and a monitor is created to track varia-
bles Burster over 360 Steps. tions over time to control that they do not violate the constraints.
In Fruit Catcher (Fig. 4a), the player takes the role of a farmer The monitoring module can, for instance, be implemented through
that must pick apples falling from a tree to fill a basket. The apples a fuzzy system that translates into numbers the qualitative evalu-
spawn on the tall tree and the player’s avatar cannot reach them ation of the therapist (safe, not completely safe, mildly safe, not
with its hands. Instead, the avatar has a basket on its head, which safe) of given features (e.g. trunk or knee straightness, center of
can be used to collect the apples that fall before they touch the pressure between the feet) [25]. Each monitor controls the color
ground. At each trial, a small apple appears on the tree, grows, of a given feedback element, associated to the monitored feature,
and then falls down. If an apple touches the ground, the trial is con- such as the back, feet, or knees of the avatar (cf. Fig. 2) changing
sidered a failure. If the player manages instead to catch the apple it from green4 to red according to the degree of infringement of
with the basket, the trial is considered a success. Movement range the associated constraint. The monitor system should be able to
determines here the lateral position from which the fruit can fall,
accuracy determines the basket amplitude, and speed is associated 4
For interpretation of color in Fig. 2, the reader is referred to the web version of
to the falling time of each fruit (height of spawn). Virtual objects this article.
M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65 61

Fig. 5. The virtual exercise Exploration and Cognition. Green targets must be reached, while red distractors must be avoided. On the left, a green target is picked and a green
tick is shown as positive feedback. On the right, a red distractor is picked and a red cross is shown as negative feedback. (For interpretation of the references to color in this
figure legend, the reader is referred to the web version of this article.)

pause the exergame when gross deviations from desired movements 3.2.1. Virtual exercises
are detected repetitively. When the humanoid avatar is not avail- The exercises defined require the tracking of the hand of the
able, as in Bubbles Burster, the player controlled object (such as the patient in real-time in 3D. We identified a low-cost haptic tracker,
stick in the cauldron) changes color according to the behavior of the Novint Falcon5 that is able to track hand motion in 3D inside a
the monitor. Given that this feedback mechanic is less clear, two tilt volume of 100  100  100 mm3. Moreover, it can provide a force
indicators are also overlaid on the virtual environment, to the sides field and we can use this to guide the patient’s hand toward the
of the screen, to provide feedback on the actual orientation of the neglected area when targets are not reached in a certain amount
critical body segments (Fig. 4c). of time, thus effectively implementing the active guidance mecha-
nism required.
According to therapists, an orthographic frontal view was
3.2. Exergames for neglect rehabilitation deemed the most suitable for these exercises as patients can see
all the targets available without any metric distortion due to pro-
Visuospatial neglect is a behavioral syndrome, usually stem- jection (Fig. 5). Different numbers of targets can be shown on
ming from the right brain damage following a stroke, characterized screen depending on patient skills.
by the inability to interact with the stimuli from the contra-lateral For Basic Exploration, each trial is composed of a set of virtual
space [27]. Rehabilitation of neglect is based on visual scanning targets that are displayed on the screen: when reached they disap-
tasks that allow the patient to recognize also stimuli located inside pear. The targets are located on the right, center, and left areas of
the neglected space. Very recently, novel ICT platforms have pro- the screen depending on the difficulty level of the exercise. When
vided new ways to tackle neglect. An automatic version of classical cognitive load is added, the exercise type changes to Exploration
quantitative neglect assessment tests has been proposed for and Cognition (Fig. 5), where patient has to reach only the targets
mobile platforms [28]. Video-installations [29], based on standard that have a given color/shape. Exploration and Target Repositioning
web-cam, have also shown large potentiality, being simple and requires more work from the patient, who has not only to pick a
easy deployable at patients’ home. An even simpler setup has been target, but also to drag the target to a specific position. It also
identified following the methodology here described. requires cognitive reasoning for the repositioning phases, such as
The starting point is the definition of the exercises that are all by making it harder to find the correct end position. For the Explo-
based on visual scanning tasks [30]: patients have to reach targets ration and Memory exercise, three different mnemonic tasks are
that appear in the whole visual field including also the neglected considered here: (i) counting the number of targets that appear
hemi-space. on the display within an exercise, (ii) respect an ordered picking
Recently, dual-task performance has been found to play a cru- sequence indicated on the screen, and (iii) picking the targets
cial role in neglect [31], according to which some patients develop according to a given initial list.
neglect only when cognitive load exceeds a given threshold. We
have introduced explicitly cognitive load inside the exercises,
requiring the patients to handle forced choices in terms of color 3.2.2. Exergames for neglect
and/or shape of targets and, in some exercises, to make choices Balloon Popper, Bubbles Burster, Puzzle, and Mix the Soup are four
according to memorized targets. We will illustrate visual scanning of the therapeutic exergames developed for the four neglect exer-
exercises with these characteristics: a basic exploration exercise, an cises defined above.
exploration exercise with target repositioning, an exploration exercise In Balloon Popper the user is placed in front of a virtual forest
with cognitive load, and an exploration exercise with memory. where several red balloons move around. During a Basic Exploration
We remark here that these exercises have the same input exercise, the user interacts with balloons with a hand icon, driven
parameters of the exercises for posture and balance and therefore by his/her own hand, and pops them when they are touched
Table 1 applies also to this domain. Here the movement range (Fig. 6a). The same exergame can be used for an Exploration and
parameter determines the amplitude of the space to be scanned, Cognition exercise. In this case, some blue balloons are also added
which is clipped inside the neglected side, where clipping is pro- (Fig. 6b) that constitute distractors and must not be hit to avoid
gressively moved toward the end of the hemi-space according to losing points.
patient’s amelioration. Accuracy parameters determine the size In the Bubbles Burster exergame (Fig. 7a) the user is placed in
of the target, and speed parameters determine trial duration and front of a cauldron that contains water with some bubbles on the
the time span of each target. Evaluation parameters are the same surface. The user has to smash bubbles with a stick whose position
as those reported in Table 2. is controlled by the player’s hand. Cognitive load can be added by
A common requirement to all exercises is to add a mechanism asking the user to smash only bubbles of a given color. In this case,
that attracts the attention of the patients to the neglected targets
so that he/she can find the targets also inside the neglected space. 5
Available at http://home.novint.com/index.php/products/novintfalcon.
62 M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65

Fig. 6. The Balloon Popper – Basic Exploration exergame (left): the user has to reach the red balloons floating around. In the Balloon Popper – Exploration and Cognition exergame
(right), the user has to reach red balloons and not the blue ones. (For interpretation of the references to color in this figure legend, the reader is referred to the web version of
this article.)

Fig. 7. (a) The Bubbles Burster exergame with cognitive load. The white dragon shows the color of the bubbles to be smashed. (b) The Puzzle exergame. The board represents
the puzzle’s final image. The user has to select one piece at a time and bring it into the right place. (For interpretation of the references to color in this figure legend, the reader
is referred to the web version of this article.)

Fig. 8. The Mix the Soup exergame. (a) The recipe is displayed on the screen at game start. (b) It then disappears during the game and the user is expected to remember the
ingredients and the already added ingredients.

a dragon figure is placed on the screen, which changes color in recipe is displayed on the right side. Thus, the user is expected to
order to show to the user which bubbles to smash. If the patient explore both the right and left sides of the screen and to put the
smashes wrong-colored bubbles, he/she loses points. ingredients into a pot. The recipe is displayed until the user starts
The Puzzle exergame (Fig. 7b) is built over the Exploration and picking-up the first item. Afterward, the user has to remember the
Target Repositioning exercise. The patient has to complete a puzzle: initial list and already added ingredients. If the user adds an ingre-
the user sees a puzzle board in the center and puzzle pieces are dient which is not on the recipe, or tries to exceed the number of
spread around it. Through a hand icon, the user can pick up the items of a specific ingredient, he/she loses points. This exergame
pieces and place them inside the board. If the puzzle piece is placed is also extended with an additional task: the user has to regulate
in a wrong position, it returns automatically to its original position, the fire periodically to avoid that it grows out of control, for which
a warning sound is played and the user loses points. Depending on he/she loses points.
the exercise’s cognitive load, the puzzle board can be represented
as the final puzzle image (Fig. 7), the final puzzle image with the 3.2.3. Secondary goals
puzzle pieces outlined on it, only the puzzle pieces’ outlines, or The common difficulties of neglect patients are: (i) initiating
an empty board represented as a white rectangle. search to the left side, (ii) restricting search to the right side, (iii)
The Mix the Soup exergame (Fig. 8) is built upon the Exploration being focused to peripheral stimuli on the right side, and (iv) being
and Memory exercise, the objective is to cook a vegetable soup. The hesitant to rescan an array once the array is viewed [32]. Therefore,
ingredients are displayed on the left side of the screen whereas the the acquisition of eye movements during the exercise can provide
M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65 63

further and more detailed insights on the patient’s actual status aspects related to the therapy and tune any further development
and help patients to improve. Johnston and Diller [33] suggested of the prototype into a refined exergame. This step is fundamental
that feedback of eye movements could encourage patients to move to guarantee that the final exergame meets all therapy require-
their eyes. Trepagnier [34] also mentioned that using displays that ments. For instance, constraints in the choice of feedback given
provide feedback based on gaze locus may be particularly applica- to the player can arise: in the initial rehabilitation phase, in which
ble to computer-aided neglect training. All these observations sug- the patient has to regain vertical posture, a clear view of the entire
gest that gaze tracking can be required by the system, besides skeleton is required and avatars like those shown in Fig. 4a–b are
hands tracking for a complete monitoring. This could be done for enforced. In a more advanced therapy stage, a simplified feedback
example through SensoMotoric Instruments’ gaze and eye tracking system like that shown in Fig. 4c can be sufficient. However, these
systems, which are especially used in cognitive field research [35]. specifications add constraints on exergame design that cannot be
Head orientation is even more important. Patients know that neglected.
they are missing something on their left during rehabilitation ses- The VE is also the phase in which input and output require-
sions, so they have the tendency to rotate their head toward the ments should be analyzed to choose the most adequate devices.
neglected hemi-space to see stimuli. However, this kind of com- Very often exergames are developed around a single device, like
pensation is not what is desired and should be avoided. To solve Wii Fit with the Wii balance board or TyroS6 with the Tymo balance
this problem, real-time monitoring can be achieved through head board. In a therapeutic setting, the choice of the device should come
tracking easily provided by standard Web-cam advanced function- only after the structural definition of the exercises and a rehabilita-
alities: software such as FaceTrackNoir or Logitech’s tracking soft- tion plan may require the addition of other devices to meet sec-
ware [36,37]. During gameplay a warning can be given to the ondary goal requirements.
patient, similarly to the case of balance and posture, when he/ Our approach has the important byproduct of allowing the def-
she rotates his/her head off the central position. inition of quantitative assessment measurements, required to eval-
uate the effect of the therapy. Usually, the outcome of exergames is
evaluated through standardized tests that require measurements
4. Discussion to be taken regardless of the games [39,40]; from the definition
of the goals of the exercises, quantitative measurements can be
In recent years, the development of new exergames for health instead computed from tracked input data and provided to clini-
has been blooming, but their use in real therapeutic paths is still cians to obtain a day-by-day quantitative evaluation of patients’
limited. The lack of compliance with patients and the poor match performance. This would be a large step forward in closing the loop
of all requirements associated with a therapy are the main reasons. between exergaming and the clinicians, especially when exergam-
Most exergames are built or chosen according to the primary goals ing has to be performed autonomously.
of an exercise, i.e. to elicit a given movement. However, for therapy Only as a last step the exergame is designed and realized. Our
in general, and for rehabilitation in particular, the way in which an methodology gives clear constraints to the game developers, who
exercise is executed, here referred to as secondary goals, is equally are instructed on the areas that they are allowed to intervene,
important. For example, we may require that, while gaming, the where they can develop all the elements that improve the attrac-
patient keeps a symmetric distribution of the body weight on the tiveness of the final exergames to maximize patient compliance.
support, does not tilt the spine, and does not bend the knees. This The priority should be given to allowing the patient to enter a state
avoids an overloading or maladaptation that would make rehabil- of flow, defined as a state of heightened focus in which time seems
itation more harmful than useful. These secondary goals that con- to fly by [41]. To achieve the state of flow, two aspects are consid-
tribute to the safety and effectiveness of the exercise are neglected ered equally important by the Dual Flow model recently proposed
in typical exergames, which are usually targeted to the fitness mar- in [42]. The first component requires a game to have a good bal-
ket and therefore to healthy people (e.g. Wii Fit), making the use of ance between fitness requirements (the body ‘‘skill” in tolerating
commercial exergames in rehabilitation unsafe [5,6,12,13]. an exercise), and exercise intensity (the challenge of the exercise
Recently, the ski game of Wii Fit has been re-implemented to pro- on the body). These two aspects can be regulated acting on the
vide movement data acquisition for performance assessment [38]. parameters that are associated to the primary goal of the exercise.
Although modifying successful commercial exergames to add the However, it should be remarked that an increase in the degree of
required features that make them suitable to rehabilitation is a challenge should never go against violating secondary goals of
possible solution, starting with all primary and secondary goals the exercises, to prevent the exercise from becoming harmful.
clear in mind is a more sound approach. This is a critical point that The second component is related to pleasure. Nice graphics, clear
has gone largely unnoticed and it goes beyond the common view of feedback, and responsiveness all contribute to this. However, we
exergames seen first as games, and then as exercises, while we remark that these additional aspects should be developed without
remark the primacy of a good and comprehensive exercise touching the primary and secondary goals of the exercise. For
definition. example, the goal to reach state of flow should not include uncon-
From these observations, we came up with definition 5, in strained variations in the exercise parameters related to difficulty,
which we stress the importance of both primary and secondary or the exercise risks to be undermined. Moreover, additional game
goals. The methodology described in Section 2 takes this in full mechanics that do not interfere with primary and secondary goals
account. It allows a clear identification of the roles and responsibil- of the exercise can be added to increase entertainment. These can
ities of the clinical and the ICT teams during therapeutic exergame be, for instance, cognitive interaction, strategic reasoning, or role-
design. playing mechanics [17].
A complete definition of the exercises required by the domain Evaluation of therapeutic games should be two-folds. On one
expert is the starting point of the methodology. Such definition is side, assessment tests, of clinical validity, for the disease or dys-
translated into simple mechanics inside the VE, as explained by function targeted by the primary goal of each game, should identi-
the examples in Section 3. A VE can be seen as a sort of ‘‘naked” fied. These can be, for instance, tests for postural control for games
game (stripped away of all graphical enrichments and game goals) for posture rehabilitation or classical neglect tests for neglect
that exposes the bare mechanics associated to the exercise (Fig. 2).
As such, the VE plays a central role, as it is the common ground on
which the two teams can interact to clearly identify exergame 6
Available at http://tyromotion.com/produkte/tyros.
64 M. Pirovano et al. / Entertainment Computing 14 (2016) 55–65

Exercise 1 Exercise 2 Exercise 3 Exercise 4 Exercise 5 Exercise 6 Exercise 7


Lateral Weight Shi Lateral Steps 360 Steps Basic Exploraon Exploraon Exploraon and
Exploraon and Cognion and Memory Target
Reposioning

VE11 VE12 VE13 VE44

VE21 VE22 VE23 VE54


VE75

VE31 VE32 VE33 VE64

Game 1 Game 2 Game 3 Game 4 Game 5 Game 6


Fruit Catcher Fire Fighter Bubbles Balloon Mix the Soup Puzzle
Burster Popper

Fig. 9. The relationship between exercises and exergames. On the top, we place exercises for balance and posture rehabilitation (left) and for neglect (right). Each exercise is
mapped into one or more VEs according to the exercise requirements. We remark that the setup of one VE can be shared with other VEs for implementation purposes, as
shown by the enclosing rectangles. This maximizes reuse. Each VE can thus be implemented into many exergames.

rehabilitation. On the other side, tests for evaluating the enjoyment The methodology presented here is potentially of broad interest
and engagement of patients are equally important for patient’s for the gaming domains in which the requirements go beyond the
compliance. This can be assessed, for instance, through question- mere completion of game actions, i.e. beyond entertainment.
naires based on the Technology Acceptance Model, widely used
to evaluate the impact of technology [25]. The outcome of such Authors’ contributions
questionnaires on the exergames of Section 3 has demonstrated
that this kind of balance between the exercise and entertainment MP contributed to the conception, analysis, and execution of the
has been achieved for these games. work, and to writing the manuscript. ES contributed to the concep-
This methodology maps well into a modular approach to thera- tion, design, and implementation of games for neglect, and to writ-
peutic exergames design [25]. The VE built for a given exergame, ing of the manuscript. RM contributed to the conception, the
constituted of a bare environment (a plane, few targets, and a cam- analysis, and the execution of the work. PL contributed to develop-
era) and the game mechanics can be reused for other exergames. ing the ideas. NAB supervised the work and contributed to the con-
Similarly, quantitative assessment and parameters associated to ception and development of the ideas, to guiding the development,
the degree of difficulty can be shared among all exergames associ- and to writing the manuscript. All authors have worked on improv-
ated to a given domain (Tables 1 and 2) and could be shared also ing the original draft and have read and approved the final
with other domains. This allows us to reuse games for different manuscript.
rehabilitation goals and/or domains, thus minimizing development
effort and maximizing exploitation possibilities. An example is rep-
Conflict of interest statement
resented by Bubbles Burster (Figs. 4c and 7a) that can be used both
for balance and neglect rehabilitation by changing the input track-
Michele Pirovano, Elif Surer, Renato Mainetti, Pier Luca Lanzi
ing device and the type of movement required. On the other hand,
and Nunzio Alberto Borghese declare that they have no conflict
an exercise can be performed through different exergames. This
of interest.
creates a many-to-many relationship (Fig. 9) which can easily
increase the variety of games made available in a given domain
Financial interest statement
on one side and reuse developed games in different domains on
the other side. The benefits of reuse also extend to the exergame
Michele Pirovano, Elif Surer, Renato Mainetti, Pier Luca Lanzi
components that do not depend on the game, such as a monitoring
and Nunzio Alberto Borghese declare that no competing financial
tools. These, not being associated with any game fantasy, may be
interests exist.
shared by the different exergames, thus further increasing flexibil-
ity. The same is true for tools that log input data, provide manual
Acknowledgements
configuration, provide scoring and reward mechanisms, or enable
dynamic difficulty adaptation.
This work was partially supported by the REWIRE project
(www.rewire-project.eu), funded by the European Commission
under the FP7 framework with contract 287713.
5. Conclusion
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