Questions:
1. How motivated are your patients suffering from a stroke in general in class?
2. Is there a certain age group in your opinion, who require more motivation to train, and what age is the most motivated?
3. Are most patients willing to properly conduct their exercises at home or do many avoid it and just continue in class?
4. Which existing tools already exist that have the potential to be developed?
5. Which tools do you see are used the least by patients and are the least fun and motivating?
6. What type of game from real-life scenarios could you see being transformed into a game for stroke patients that would be engaging and fun to use?
7. What is the best tool that most people use at the moment by themselves on the market?
Answers:
1. Much more motivated in practice than in self-training (scale 1-10 according to patients on average 7). Group training also helps a lot with motivation. 2. From experience, age groups such as puberty to around the early 20s and the age group around 45-60 are difficult in their motivation. The questions “why did it hit me and not someone else” keep germinating there. The acceptance of the disease compared to the money is difficult. The age groups in between appear to be more motivated and less likely to make comparisons with “healthy”. 3. This is usually the rule. Patients practice very little at home or alone. 4. We already use digital things such as lamps, which go out on contact and to practice speed. If there were APPs that were also connected to the practice, one could create one's own exercise programs digitally and if they were practiced in the APP, the therapist would also have a better overview of the progress. Digital groups via teams etc. could also increase motivation. Easily accessible APPs (I can think of the Babbel language learning APP as a comparison. Short intervals with slowly increasing intensity. You don't notice that you're practicing because it's playful. Here I could imagine that you're hand-mouth -Can exercise coordination, tongue coordination, speed, balance, etc. 5. Everything "classic" (balls, skittles, Thera bands, wall bars etc.) lost their appeal after the early rehabilitation phase (3rd month). 6. That depends entirely on the passion before the stroke: maybe soccer, golf, etc. There are also special splints that help with reactive step triggering. But these are incredibly expensive. 7. There are mirrors for mirror therapy to train the mirror neurons, for ADLs e.g. in the kitchen there are special knives and forks and of course walking aids.
Analysis:
The feedback from the physiotherapist was incredibly useful as they gave more detailed responses to my questions. Mainly, the feedback shows how patients are less engaged in isolation, and in alignment with the doctor’s responses, stated how some methods for improvement such as sports equipment, accessories for the body such as splints, can become very expensive. They also highlight how playful learning increases the intensity and could be more developed, such as app use. Alongside this, through their experience, the stroke patients most affected were in their early twenties and between 45-60. This is good data for my project and research as the features for my gaming solutions can be targeted towards this audience. It was also really important to realize, that typically associated games (balls, skittles, etc.), are not as engaging these days, and new improvements to these original games are necessary.
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