Infante-Sánchez, David and Bourazeri, Katerina and Cruz Lira, Tatiana and López Vázquez, Irving and Espino Espino, Esmeralda and Rojo Carrillo, Pedro Eduardo and Hernández Alvarado, Andrea Joanellie (2026) Gamified Shoulder Wheel: Enhancing Pediatric Engagement and Data Collection. International Journal of Serious Games, 13 (2). pp. 115-134. DOI https://doi.org/10.17083/98yp7690
Infante-Sánchez, David and Bourazeri, Katerina and Cruz Lira, Tatiana and López Vázquez, Irving and Espino Espino, Esmeralda and Rojo Carrillo, Pedro Eduardo and Hernández Alvarado, Andrea Joanellie (2026) Gamified Shoulder Wheel: Enhancing Pediatric Engagement and Data Collection. International Journal of Serious Games, 13 (2). pp. 115-134. DOI https://doi.org/10.17083/98yp7690
Infante-Sánchez, David and Bourazeri, Katerina and Cruz Lira, Tatiana and López Vázquez, Irving and Espino Espino, Esmeralda and Rojo Carrillo, Pedro Eduardo and Hernández Alvarado, Andrea Joanellie (2026) Gamified Shoulder Wheel: Enhancing Pediatric Engagement and Data Collection. International Journal of Serious Games, 13 (2). pp. 115-134. DOI https://doi.org/10.17083/98yp7690
Abstract
Shoulder wheels are commonly used in upper limb rehabilitation, yet their repetitive nature often results in low engagement, particularly among pediatric patients. This study aimed to develop a low-cost, gamified rehabilitation system by integrating a tablet-based serious game with a gyroscope-equipped shoulder wheel to guide exercise rhythm, track movement, and provide real-time visual feedback. Specifically, the study addressed two research questions: (RQ1) what are the benefits of integrating gamification into shoulder wheel therapy, and (RQ2) which clinically relevant objective measurements can be recorded during therapy. A mixed-methods feasibility study was conducted, involving three focus groups with medical professionals to iteratively inform design decisions and assess clinical relevance, followed by a pilot study with pediatric participants and clinicians that combined quantitative engagement measures with qualitative feedback to assess engagement, usability, and perceived therapeutic value. The results indicated higher engagement ratings during interactive gameplay, demonstrated the system’s ability to capture clinically relevant movement data via embedded sensors, and suggested that the system could be integrated into existing rehabilitation protocols with minimal disruption. Unlike virtual reality or wearable-based solutions, this approach retrofits familiar rehabilitation equipment with embedded tracking and serious game mechanics, offering a low-cost and scalable alternative for pediatric rehabilitation settings. Overall, the findings suggest that gamified shoulder wheel therapy has the potential to support patient motivation and enable objective performance tracking, with clinicians indicating perceived suitability particularly for children aged 8–12. These findings are preliminary and based on an exploratory, small-scale feasibility study, and further controlled and longitudinal research is required to evaluate therapeutic efficacy.
| Item Type: | Article |
|---|---|
| Uncontrolled Keywords: | Gamification, Pediatric Patients, Serious Games, Shoulder Wheel, Upper Limb Rehabilitation |
| Divisions: | Faculty of Science and Health Faculty of Science and Health > Computer Science and Electronic Engineering, School of |
| SWORD Depositor: | Unnamed user with email elements@essex.ac.uk |
| Depositing User: | Unnamed user with email elements@essex.ac.uk |
| Date Deposited: | 28 Oct 2026 14:10 |
| Last Modified: | 28 Oct 2026 14:10 |
| URI: | http://repository.essex.ac.uk/id/eprint/43092 |
Available files
Filename: IJSG_13.2_6.pdf
Licence: Creative Commons: Attribution-Noncommercial-No Derivative Works 4.0