Digital Institute

Stroke Rehabilitation through Games

Stroke Rehabilitation through Games

Approximately 120,000 people suffer a stroke annually in the United Kingdom alone. It is the leading cause of disability, with around 900,000 people living with the consequences of stroke.

The increase in survival rates mean that, while 70% survive and regain the ability to walk, the recovery of upper limb function is still poor. This means that less than 20% of sufferers regain enough dexterity to be independent. However, studies have shown that significant improvements in upper limb function can be achieved with intense, repetitive practise of rehabilitation movements.

This project was performed in collaboration with the Games Group and Institute of Neuroscience. It deployed computer games that included a range of rehabilitation movements as part of their standard gameplay. Data from these game installations was transferred via a 3G connection to a Cloud hosted copy of our e-Science Central platform. This performed the required data processing and calculations.

In order to support clinical assessments of patients, models for a widely used metric for upper limb movement assessment (CAHAI score) were developed and embedded within e-Science Central workflows. 

Although all of the data gathered from the game plays was collected and processed by e-Science Central. This was not the means by which clinicians and patients interacted with the system. As part of our involvement with this project, the Digital Institute created two additional web applications which made use of the e-Science Central Application Programming Interface (API).

The first was a clinician’s website that was used for patient management and results tracking. The second was a simple patient-facing website that patients could use to track their current progress through the game. The website allowed them view the various stages reached and any messages from their clinician.

As part of the project, a study involving 49 users was performed, gathering a total of 10 GB of raw movement data over 541 assessment game sessions.

Cahai Workflow
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