Gaming in Physiotherapy: Difference between revisions

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[[Category:Open Physio]]
<div class="editorbox">
This article will look at the use of '''gaming in physiotherapy''' from two perspectives, namely; ''education'' and ''treatment''.
'''Original Editor '''- Your name will be added here if you created the original content for this page.  


'''Game:''' ''a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.''
'''Lead Editors''' - Your name will be added here if you are a lead editor on this page.&nbsp; [[Physiopedia:Editors|Read more.]]
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== Recent Related Research (from [http://www.ncbi.nlm.nih.gov/pubmed/ Pubmed])  ==
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== References  ==


References will automatically be added here, see [[Adding References|adding references tutorial]].


== The problem ==
<references />


* Education is not seen as exciting by students
==Introduction ==
* Textbooks are not sufficiently engaging for this generation of students
* Clinical placements are seen as very intimidating places where one cannot afford to make any mistakes
* Traditional education methods are not reinforced and do not go further than the classroom
* Education out of books can seem overwhelming to students


This article will look at the use of '''gaming in physiotherapy''' from two perspectives, namely; ''education'' and ''treatment''.


== Features of games in general ==
'''Game:''' ''a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.''


Games generally involve:
<br>
* Engagement with the content or story
* Entertainment
* Education (e.g. ''Civilisation'' teaches players general concepts, for example the relevance of trade, religion, war and resources on the development of society)
* Reasoning (e.g. games that include puzzle solving and logic)


== The problem  ==


== Gaming in physiotherapy education ==
*Education is not seen as exciting by students
*Textbooks are not sufficiently engaging for this generation of students
*Clinical placements are seen as very intimidating places where one cannot afford to make any mistakes
*Traditional education methods are not reinforced and do not go further than the classroom
*Education out of books can seem overwhelming to students


The following section looks at a possible design strategy for the development of an educational game for physiotherapy students at different stages of their studies.  The concepts highlighted in this scenario are equally applicable in other gaming environments.
<br>


'''Game design''' should focus on usability / playability to engage users, rather than relying purely on visual stimulation.  The game should be designed to encourage interaction with content.  This could be content presented within the game, as well as content the player must interact with outside the game. Players should also be encouraged to interact with other players, again, both within the game and in reality.
== Features of games in general ==


The game should follow a '''narrative''' (a story that takes place over time), both in the game and in reality and that provides context.  Important elements of the gameplay include the actual story (depth, breadth, detail), the setting or environment in which the story (game) takes place, logical flow (realism) and level design.
Games generally involve:


Players could '''structure a career''', based on either their interests or on areas in which they feel they would like more experience.  Levels in the game could correspond to different stages of their careers i.e. undergraduate studies, community service, etc.  At various stages of the game they could be presented with level appropriate “challenges” in the form of the interactions they engage in.
*Engagement with the content or story
*Entertainment
*Education (e.g. ''Civilisation'' teaches players general concepts, for example the relevance of trade, religion, war and resources on the development of society)
*Reasoning (e.g. games that include puzzle solving and logic)


'''Key concepts''' in game design include:
<br>
* The environment (e.g. an outpatient department)
* Objects within the environment that change state (e.g. patients)
* Rules that govern the object's change of state (e.g. correct decisions lead to patient progress, whereas incorrect decisions may lead to regression)
* Rewards and punishment are given according the objects' change of state (e.g. promotion to the next year of study, completion of community service, disciplinary action)
* Gameplay, or the experiences of the player during interactions can be thought of as “what the player does” and excludes visuals, sound, etc.  It can be used to describe the quality of the story, the ease of play and overall desirability.  Some consider it the most important indicator of the quality of a game.


'''Content design'''
== Gaming in physiotherapy education ==
Designers need to be able to juggle many interrelated concepts, resolve creative / ethical / educational conflicts and understand the target audience (i.e. students). Content should be designed by:
* Educators – to ensure sound educational principles are adhered to
* Physiotherapists – to ensure clinical accuracy
* Students – to ensure the game has entertainment value


'''Rules of the game''' (“game mechanics”) should closely mirror the "rules" of professional physiotherapy practice and the curriculum.
The following section looks at a possible design strategy for the development of an educational game for physiotherapy students at different stages of their studies. The concepts highlighted in this scenario are equally applicable in other gaming environments.  


'''Usability'''
'''Game design''' should focus on usability / playability to engage users, rather than relying purely on visual stimulation. The game should be designed to encourage interaction with content. This could be content presented within the game, as well as content the player must interact with outside the game. Players should also be encouraged to interact with other players, again, both within the game and in reality.  
* Provide help (when questioned / stuck)
* Provide feedback (players respond to positive feedback after elegant solutions)
* Prevent waiting (prompt responses to solutions given by players)
* Avoid errors (inaccuracy in games are very frustrating)
* Adapt the game to the player (e.g. change scenarios dynamically based on player feedback)


'''Potential roles within the game'''
The game should follow a '''narrative''' (a story that takes place over time), both in the game and in reality and that provides context. Important elements of the gameplay include the actual story (depth, breadth, detail), the setting or environment in which the story (game) takes place, logical flow (realism) and level design.
* Physiotherapist
* Educator
* Researcher
* Patient


'''Environments'''
Players could '''structure a career''', based on either their interests or on areas in which they feel they would like more experience. Levels in the game could correspond to different stages of their careers i.e. undergraduate studies, community service, etc. At various stages of the game they could be presented with level appropriate “challenges” in the form of the interactions they engage in.  
* Hospital wards (e.g. orthopaedic ward)
* Outpatient department
* Private practice (owner or employee)
* Sports team
* Community work / Primary health care


'''Interactions'''
'''Key concepts''' in game design include:
* Clinical cases (followed through their “lifetime” e.g. admission, initial assessment, treatment phase, discharge)
* Ethical dilemmas
* Practice management / Administration


'''Levels'''
*The environment (e.g. an outpatient department)  
* Level 1 – Beginner (e.g. first and second year students)
*Objects within the environment that change state (e.g. patients)  
* Level 2 – Intermediate (e.g. third and fourth year students)
*Rules that govern the object's change of state (e.g. correct decisions lead to patient progress, whereas incorrect decisions may lead to regression)  
* Level 3 – Advanced (e.g. community service)
*Rewards and punishment are given according the objects' change of state (e.g. promotion to the next year of study, completion of community service, disciplinary action)  
* Level 4 – Expert (e.g. independent practitioner / clinical specialist)
*Gameplay, or the experiences of the player during interactions can be thought of as “what the player does” and excludes visuals, sound, etc. It can be used to describe the quality of the story, the ease of play and overall desirability. Some consider it the most important indicator of the quality of a game.


Players can focus their careers as they progress through stages of the game, with facilitators offering guidance to allow players to explore the processes they will go through in the real world.
'''Content design''' Designers need to be able to juggle many interrelated concepts, resolve creative / ethical / educational conflicts and understand the target audience (i.e. students). Content should be designed by:


'''Accessibility'''
*Educators – to ensure sound educational principles are adhered to
*Physiotherapists – to ensure clinical accuracy
*Students – to ensure the game has entertainment value


* Physical disabilities
'''Rules of the game''' (“game mechanics”) should closely mirror the "rules" of professional physiotherapy practice and the curriculum.
* Visual disabilities
* Auditory disabilities
* Attention deficit disorders
* Confidence booster


'''Usability'''


=== Possible outcomes of gaming in education ===
*Provide help (when questioned / stuck)
*Provide feedback (players respond to positive feedback after elegant solutions)
*Prevent waiting (prompt responses to solutions given by players)
*Avoid errors (inaccuracy in games are very frustrating)
*Adapt the game to the player (e.g. change scenarios dynamically based on player feedback)


''For students:''
'''Potential roles within the game'''  
* Engage with the content on a deeper, more exciting level
* Encourage interaction with other students / educators beyond the classroom
* Introduce key clinical concepts in a simulated but practical and safe environment


''For educators:''
*Physiotherapist
* Go through the development process to gain a better understanding of the coursework
*Educator
* Gain a deeper understanding of the students approach to learning
*Researcher
*Patient


'''Environments'''


*Hospital wards (e.g. orthopaedic ward)
*Outpatient department
*Private practice (owner or employee)
*Sports team
*Community work / Primary health care


== Gaming in physiotherapy treatment ==
'''Interactions'''


Gaming has already proven useful in physiotherapy practice. Specifically, the [http://en.wikipedia.org/wiki/Wii Wii gaming console] has proven to be a low cost platform that aids in the [[rehabilitation]] of [[patients]] with [[stroke]] and [[Parkinsons disease]].
*Clinical cases (followed through their “lifetime” e.g. admission, initial assessment, treatment phase, discharge)
*Ethical dilemmas
*Practice management / Administration


'''Levels'''


== The Wii gaming console ==
*Level 1 – Beginner (e.g. first and second year students)
*Level 2 – Intermediate (e.g. third and fourth year students)
*Level 3 – Advanced (e.g. community service)
*Level 4 – Expert (e.g. independent practitioner / clinical specialist)


Features of this console that could affect it's use by a [[physiotherapist]]:
Players can focus their careers as they progress through stages of the game, with facilitators offering guidance to allow players to explore the processes they will go through in the real world.


* Remote controls that are position aware in all 3 dimensions (think, [[proprioception]])
'''Accessibility'''
* Wireless
* Additional hardware components that enhance the basic package (e.g. [http://en.wikipedia.org/wiki/Wii_Balance_Board Wii balance board])
* Internet connectivity


*Physical disabilities
*Visual disabilities
*Auditory disabilities
*Attention deficit disorders
*Confidence booster


=== Advantages of the Wii in physiotherapy ===
<br>


* Low cost
=== Possible outcomes of gaming in education  ===
* Visual and auditory feedback built in
* Mobile, as opposed to, for example, a treadmill
* Objective outcome measure (e.g. scores, progressing through levels)
* Connection to the Internet allows remote reviewing of scores


''For students:''


=== Disadvantages of the Wii in physiotherapy ===
*Engage with the content on a deeper, more exciting level
* No research to provide valid, reliable measurements of it's use in treatment
*Encourage interaction with other students / educators beyond the classroom
* No readily available software specific to the needs of physiotherapists
*Introduce key clinical concepts in a simulated but practical and safe environment


''For educators:''


=== Special feature ===
*Go through the development process to gain a better understanding of the coursework
*Gain a deeper understanding of the students approach to learning


The [http://en.wikipedia.org/wiki/Wii_Balance_Board Wii balance board] is a hardware enhancement to the basic Wii console that is extremely sensitive to weight shift on the platform due to the inclusion of four very accurate pressure sensors.  This enables the game to monitor the players shifting centre of gravity which is used to provide input (in the same way a joystick might) that allows the player to interact with objects in the game (e.g. a snowboard).
<br>


With this in mind, imagine the potential for developing dynamic hip and knee control of a patient in a standing (or supported standing) position while they engage in a downhill skiing contest. Or developing static [[balance]] while the game provides visual and auditory feedback of their progress.
== Gaming in physiotherapy treatment ==


Gaming has already proven useful in physiotherapy practice. Specifically, the [http://en.wikipedia.org/wiki/Wii Wii gaming console] has proven to be a low cost platform that aids in the [[Rehabilitation]] of [[Patients]] with [[Stroke]] and [[Parkinsons disease]].


== References ==
<br>


* [http://www.helpyouplay.com/ Help you play]
== The Wii gaming console  ==
* [http://en.wikipedia.org/wiki/Gameplay Gameplay]
 
* [http://en.wikipedia.org/wiki/Design_document Design document]
Features of this console that could affect it's use by a [[Physiotherapist]]:
* [http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html Game book]
 
* [http://en.wikipedia.org/wiki/Game_design Game design]
*Remote controls that are position aware in all 3 dimensions (think, [[Proprioception]])
* [http://wii.com/ Wii homesite]
*Wireless
* [http://en.wikipedia.org/wiki/Wii Wikipedia article on the Wii platform]
*Additional hardware components that enhance the basic package (e.g. [http://en.wikipedia.org/wiki/Wii_Balance_Board Wii balance board])
*Internet connectivity
 
<br>
 
=== Advantages of the Wii in physiotherapy  ===
 
*Low cost
*Visual and auditory feedback built in
*Mobile, as opposed to, for example, a treadmill
*Objective outcome measure (e.g. scores, progressing through levels)
*Connection to the Internet allows remote reviewing of scores
 
<br>
 
=== Disadvantages of the Wii in physiotherapy  ===
 
*No research to provide valid, reliable measurements of it's use in treatment
*No readily available software specific to the needs of physiotherapists
 
<br>
 
=== Special feature  ===
 
The [http://en.wikipedia.org/wiki/Wii_Balance_Board Wii balance board] is a hardware enhancement to the basic Wii console that is extremely sensitive to weight shift on the platform due to the inclusion of four very accurate pressure sensors. This enables the game to monitor the players shifting centre of gravity which is used to provide input (in the same way a joystick might) that allows the player to interact with objects in the game (e.g. a snowboard).
 
With this in mind, imagine the potential for developing dynamic hip and knee control of a patient in a standing (or supported standing) position while they engage in a downhill skiing contest. Or developing static [[Balance]] while the game provides visual and auditory feedback of their progress.
 
<br>
 
== References  ==
 
*[http://www.helpyouplay.com/ Help you play]  
*[http://en.wikipedia.org/wiki/Gameplay Gameplay]  
*[http://en.wikipedia.org/wiki/Design_document Design document]  
*[http://www.vancouver.wsu.edu/fac/peabody/game-book/Coverpage.html Game book]  
*[http://en.wikipedia.org/wiki/Game_design Game design]  
*[http://wii.com/ Wii homesite]  
*[http://en.wikipedia.org/wiki/Wii Wikipedia article on the Wii platform]
 
[[Category:Open_Physio]][[Category:Articles]][[Category:Technology]][[Category:Interventions]]

Revision as of 14:28, 30 May 2011

Original Editor - Your name will be added here if you created the original content for this page.

Lead Editors - Your name will be added here if you are a lead editor on this page.  Read more.

Recent Related Research (from Pubmed)[edit | edit source]

Extension:RSS -- Error: Not a valid URL: Feed goes here!!|charset=UTF-8|short|max=10

References[edit | edit source]

References will automatically be added here, see adding references tutorial.


Introduction[edit | edit source]

This article will look at the use of gaming in physiotherapy from two perspectives, namely; education and treatment.

Game: a competitive activity involving skill, chance, or endurance on the part of two or more persons who play according to a set of rules, usually for their own amusement or for that of spectators.


The problem[edit | edit source]

  • Education is not seen as exciting by students
  • Textbooks are not sufficiently engaging for this generation of students
  • Clinical placements are seen as very intimidating places where one cannot afford to make any mistakes
  • Traditional education methods are not reinforced and do not go further than the classroom
  • Education out of books can seem overwhelming to students


Features of games in general[edit | edit source]

Games generally involve:

  • Engagement with the content or story
  • Entertainment
  • Education (e.g. Civilisation teaches players general concepts, for example the relevance of trade, religion, war and resources on the development of society)
  • Reasoning (e.g. games that include puzzle solving and logic)


Gaming in physiotherapy education[edit | edit source]

The following section looks at a possible design strategy for the development of an educational game for physiotherapy students at different stages of their studies. The concepts highlighted in this scenario are equally applicable in other gaming environments.

Game design should focus on usability / playability to engage users, rather than relying purely on visual stimulation. The game should be designed to encourage interaction with content. This could be content presented within the game, as well as content the player must interact with outside the game. Players should also be encouraged to interact with other players, again, both within the game and in reality.

The game should follow a narrative (a story that takes place over time), both in the game and in reality and that provides context. Important elements of the gameplay include the actual story (depth, breadth, detail), the setting or environment in which the story (game) takes place, logical flow (realism) and level design.

Players could structure a career, based on either their interests or on areas in which they feel they would like more experience. Levels in the game could correspond to different stages of their careers i.e. undergraduate studies, community service, etc. At various stages of the game they could be presented with level appropriate “challenges” in the form of the interactions they engage in.

Key concepts in game design include:

  • The environment (e.g. an outpatient department)
  • Objects within the environment that change state (e.g. patients)
  • Rules that govern the object's change of state (e.g. correct decisions lead to patient progress, whereas incorrect decisions may lead to regression)
  • Rewards and punishment are given according the objects' change of state (e.g. promotion to the next year of study, completion of community service, disciplinary action)
  • Gameplay, or the experiences of the player during interactions can be thought of as “what the player does” and excludes visuals, sound, etc. It can be used to describe the quality of the story, the ease of play and overall desirability. Some consider it the most important indicator of the quality of a game.

Content design Designers need to be able to juggle many interrelated concepts, resolve creative / ethical / educational conflicts and understand the target audience (i.e. students). Content should be designed by:

  • Educators – to ensure sound educational principles are adhered to
  • Physiotherapists – to ensure clinical accuracy
  • Students – to ensure the game has entertainment value

Rules of the game (“game mechanics”) should closely mirror the "rules" of professional physiotherapy practice and the curriculum.

Usability

  • Provide help (when questioned / stuck)
  • Provide feedback (players respond to positive feedback after elegant solutions)
  • Prevent waiting (prompt responses to solutions given by players)
  • Avoid errors (inaccuracy in games are very frustrating)
  • Adapt the game to the player (e.g. change scenarios dynamically based on player feedback)

Potential roles within the game

  • Physiotherapist
  • Educator
  • Researcher
  • Patient

Environments

  • Hospital wards (e.g. orthopaedic ward)
  • Outpatient department
  • Private practice (owner or employee)
  • Sports team
  • Community work / Primary health care

Interactions

  • Clinical cases (followed through their “lifetime” e.g. admission, initial assessment, treatment phase, discharge)
  • Ethical dilemmas
  • Practice management / Administration

Levels

  • Level 1 – Beginner (e.g. first and second year students)
  • Level 2 – Intermediate (e.g. third and fourth year students)
  • Level 3 – Advanced (e.g. community service)
  • Level 4 – Expert (e.g. independent practitioner / clinical specialist)

Players can focus their careers as they progress through stages of the game, with facilitators offering guidance to allow players to explore the processes they will go through in the real world.

Accessibility

  • Physical disabilities
  • Visual disabilities
  • Auditory disabilities
  • Attention deficit disorders
  • Confidence booster


Possible outcomes of gaming in education[edit | edit source]

For students:

  • Engage with the content on a deeper, more exciting level
  • Encourage interaction with other students / educators beyond the classroom
  • Introduce key clinical concepts in a simulated but practical and safe environment

For educators:

  • Go through the development process to gain a better understanding of the coursework
  • Gain a deeper understanding of the students approach to learning


Gaming in physiotherapy treatment[edit | edit source]

Gaming has already proven useful in physiotherapy practice. Specifically, the Wii gaming console has proven to be a low cost platform that aids in the Rehabilitation of Patients with Stroke and Parkinsons disease.


The Wii gaming console[edit | edit source]

Features of this console that could affect it's use by a Physiotherapist:

  • Remote controls that are position aware in all 3 dimensions (think, Proprioception)
  • Wireless
  • Additional hardware components that enhance the basic package (e.g. Wii balance board)
  • Internet connectivity


Advantages of the Wii in physiotherapy[edit | edit source]

  • Low cost
  • Visual and auditory feedback built in
  • Mobile, as opposed to, for example, a treadmill
  • Objective outcome measure (e.g. scores, progressing through levels)
  • Connection to the Internet allows remote reviewing of scores


Disadvantages of the Wii in physiotherapy[edit | edit source]

  • No research to provide valid, reliable measurements of it's use in treatment
  • No readily available software specific to the needs of physiotherapists


Special feature[edit | edit source]

The Wii balance board is a hardware enhancement to the basic Wii console that is extremely sensitive to weight shift on the platform due to the inclusion of four very accurate pressure sensors. This enables the game to monitor the players shifting centre of gravity which is used to provide input (in the same way a joystick might) that allows the player to interact with objects in the game (e.g. a snowboard).

With this in mind, imagine the potential for developing dynamic hip and knee control of a patient in a standing (or supported standing) position while they engage in a downhill skiing contest. Or developing static Balance while the game provides visual and auditory feedback of their progress.


References[edit | edit source]