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Updated: Jul 16, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
Home-Based Multimodal Exergame Prototype for Patients With Chronic Stroke: Cross-Sectional Content Validation and
Puntarik Keawtep1, Cattaleeya Sittichoke1, Phattharakon Nitsaphawanit1
1Integrated Neuro-Musculoskeletal, Chronic Disease, and Aging Research Engagement Center (ICARE Center), Department of Physical Therapy, Faculty of Associated Medical Sciences, Chiang Mai University, 110 Intawaroros Rd, Sripoom, Chiang Mai, 50200, Thailand.
A home-based multimodal exergame shows promise for chronic stroke rehabilitation, improving cognitive function and adherence while being enjoyable and safe. This interactive platform addresses common barriers to rehabilitation, enhancing long-term participation.
Area of Science:
- Rehabilitation Medicine
- Neuroscience
- Digital Health
Background:
- Chronic stroke survivors often face motor and cognitive deficits impacting quality of life.
- Rehabilitation participation is hindered by travel distance and low motivation.
- Multimodal exercise and interactive exergames offer potential benefits for remote rehabilitation.
Purpose of the Study:
- To evaluate the content validity and feasibility of a prototype home-based multimodal exergame for chronic stroke patients.
- To assess user experience, including enjoyment, perceived exertion, satisfaction, and safety.
- To determine the intervention's impact on adherence, cognitive function, and adverse events.
Main Methods:
- A mixed-methods approach combining a cross-sectional study (Part 1) and a prospective single-arm feasibility study (Part 2).
- Part 1: Content validity assessed by 5 experts; preliminary usability evaluated by 5 stroke patients.
- Part 2: 9 chronic stroke patients completed a 6-week intervention (60 min/day, 3 days/week); feasibility outcomes measured.
Main Results:
- Content validity index was 0.82; high enjoyment (47.80/56), satisfaction (8.60/10), and low perceived exertion (13.40/20) reported.
- Significant improvements in global cognition (P=.007) and executive function (P=.03) observed post-intervention.
- High adherence rate (85.19%) and no adverse events reported during the 6-week trial.
Conclusions:
- The home-based multimodal exergame is a valid, enjoyable, and user-friendly rehabilitation tool.
- The intervention effectively integrates physical and cognitive training, showing potential cognitive benefits.
- This approach may overcome barriers to stroke rehabilitation, improving long-term participation, especially in remote areas.
