Gamified Rehabilitation for Pain Distraction in Total-Knee-Replacement Patients
2018
Total-Knee-Replacement (TKR) is becoming a prevalent procedure for the treatment of knee osteoarthritis among older adults worldwide. A key to the success of TKR is an effective post-surgical rehabilitation. However, for TKR patients, pain is a major factor that hinders them from taking up the rehabilitation exercise fully and leads to unsatisfactory functional recovery rate. To help TKR patients cope with pain and adhere more to rehabilitation exercises, we design a gamified rehabilitation tool, Fun-Knee, for effective pain distraction based on the "Peak-End Effect" theory. We have developed the alpha version of Fun-Knee and conducted an acceptability and usability test of its hardware and software. The results from a focus group show the general acceptance of end users on Fun-Knee.
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