dc.description.abstract
Multiple Sclerosis (MS) is a neurological disease that impacts function in cognitive, emotional, motor, sensory, or visual areas. According to the Multiple Sclerosis International Federation (MSIF), it is estimated that approximately 2.9 million people worldwide are affected by this condition. Symptoms of MS vary from person to person, often including cognitive impairments, vision problems, fatigue, muscle stiffness, numbness in weakness in limbs, and trouble walking and keeping balance. Treatment, dependent on symptoms, stage, and type, typically involves medication and rehabilitation. Rehabilitation can help improve functioning, quality of life and reduce tremors, muscle stiffness and spasms. However, maintaining motivation in rehabilitation is a key challenge due to the decreasing engagement in repetitive exercises. Serious games, by providing knowledge, offer therapeutic applications suitable for MS rehabilitation. Several authors have explored the development of serious games that can motivate, engage and increase patients' adherence to their treatment. Additionally, there have been interest in exergaming, a specific genre of serious games, with primary goal to promote physical activity and to exercise different motor skills. Exergames often utilize motion sensors, including devices like Kinect for Xbox, Leap Motion Sensor and Wii Balance Board. However, state of the art research is often generalized for all neurological conditions, or just does not focus on MS. Furthermore, games in this domain are typically centered on either physical or cognitive aspects. There is no serious game available exclusively designed for MS patients, integration both cognitive and fine motor exercises.This thesis investigates which requirements are essential for a serious game for fine motor exercising of upper limbs, and cognitive training for people with MS. Our serious game uses Leap Motion Controller as assisting hardware. A final prototype represents a utilization of these requirements, where we designed our solution with consideration of specific MS symptoms, based on the User-Centered Design (UCD) approach.In the evaluation phase, five participants engaged in assessing our prototype using the Game Experience Questionnaire (GEQ). The GEQ resulted in average scores for gaming experience across seven components: competence (3.04), immersion (2.76), flow (2.72), tension (0.13), challenge (2.72), positive (3.26) and negative affect (0.2). We also employed the System Usability Scale (SUS) questionnaire, resulting in an average score of 82.5.
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