Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper Extremity Burn Contractures
Jeffrey C Schneider1, Muzaffer Y Ozsecen2, Nicholas K Muraoka3
1Department of Physical Medicine & Rehabilitation, Harvard Medical School, Spaulding Rehabilitation Hospital, 300 First Ave, Boston, MA 02129(∗).
Background:
Burn contractures are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data.
Objective:
To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity burn contractures.
Design:
Feasibility study.
Setting:
Eight subjects with a history of burn injury and upper extremity contractures were recruited from the outpatient clinic of a regional inpatient rehabilitation facility.
Methods:
Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play.
Main Outcome Measures:
Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game.
Results:
The study population had an age of 43 ± 16 (mean ± standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game.
Conclusions:
This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the burn population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific joint impairments of burn survivors.


