Serious Games Are Not Serious Enough for Myoelectric Prosthetics
Christian Alexander Garske1, Matthew Dyson1, Sigrid Dupan2
1Intelligent Sensing Laboratory, School of Engineering, Newcastle University, Newcastle upon Tyne, United Kingdom.
Serious games can aid upper limb prosthetic rehabilitation, but many tools prioritize engagement over skill transfer. Effective training requires integrating game design with task-specific practice for better prosthetic control.
Area of Science:
- Rehabilitation Medicine
- Human-Computer Interaction
- Prosthetics Engineering
Background:
- Serious games offer potential for movement rehabilitation, particularly for upper limb prosthetics.
- Research in this area is diverse, with varying researcher backgrounds and investigative approaches.
- Virtual training software for prosthetic rehabilitation typically follows two main strategies: game design for engagement or accurate task representation for skill transfer.
Purpose of the Study:
- To examine and categorize current virtual training software for upper limb prosthetic rehabilitation.
- To analyze the trends and progress in the application of serious games for prosthetic training.
- To offer a perspective on the balance between engagement and skill transfer in serious games for rehabilitation.
Main Methods:
- A close examination and categorization of existing virtual training software for upper limb prosthetic rehabilitation.
- Review of previous studies on the effectiveness of muscle training versus task-specific skill transfer.
- Analysis of recent trends influenced by software and hardware availability, including game development engines.
Main Results:
- Two primary approaches in virtual prosthetic training software were identified: focusing on game design for engagement and muscle training, or on accurate task representation for skill transfer.
- Previous research indicates that muscle training alone is insufficient for improved prosthetic control without a suitable task structure that enables skill transfer.
- A recent surge in game-based prosthetic training tools emphasizes engagement, potentially overlooking the critical aspect of skill transfer.
Conclusions:
- While serious games show promise for prosthetic rehabilitation, a gap exists between engagement-focused designs and those facilitating task-specific skill transfer.
- The increasing availability of development tools has led to a proliferation of engagement-centric games, which may not optimize prosthetic control.
- Future efforts should aim to integrate robust game design with principles that ensure effective skill transfer for enhanced prosthetic rehabilitation outcomes.
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