A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis

Abstract BackgroundAccumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke. The reality, however, is that most patients receive a fraction of this dose, with therapist availability and costs of delivery being major impleme...

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Main Authors: Spencer A Arbuckle, Anna Sophie Knill, Michelle H Chan-Cortés, Gabriela Rozanski, Anastasia Elena Ford, Louis T Derungs, John W Krakauer, Naveed Ejaz, David Putrino, Jenna Tosto-Mancuso, Meret Branscheidt
Format: Article
Language:English
Published: JMIR Publications 2025-07-01
Series:JMIR Serious Games
Online Access:https://games.jmir.org/2025/1/e69335
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author Spencer A Arbuckle
Anna Sophie Knill
Michelle H Chan-Cortés
Gabriela Rozanski
Anastasia Elena Ford
Louis T Derungs
John W Krakauer
Naveed Ejaz
David Putrino
Jenna Tosto-Mancuso
Meret Branscheidt
author_facet Spencer A Arbuckle
Anna Sophie Knill
Michelle H Chan-Cortés
Gabriela Rozanski
Anastasia Elena Ford
Louis T Derungs
John W Krakauer
Naveed Ejaz
David Putrino
Jenna Tosto-Mancuso
Meret Branscheidt
author_sort Spencer A Arbuckle
collection DOAJ
description Abstract BackgroundAccumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke. The reality, however, is that most patients receive a fraction of this dose, with therapist availability and costs of delivery being major implementational barriers. ObjectiveThis study aimed to explore a potential solution by conducting a retrospective analysis of a real-world enhanced clinical service that used gamified self-training technologies at home under remote therapist supervision. MethodsData from 17 patients who completed a 12‐18 week full-body, high-dose neurorehabilitation program entirely at home were analyzed. Program delivery relied primarily on patients training independently (asynchronously) with the MindMotion GO (MindMaze) gamified-therapy solution. Accompanying telerehabilitation training sessions with a therapist occurred weekly while therapists used a web application to continuously monitor and manage the program remotely. Effectiveness of the program was assessed through measured active training time, a measure that more closely reflects delivered dosage as opposed to scheduled dose. Patient recovery was evaluated with standardized impairment and functional clinical measures and patient self-reported outcome measures. Finally, a cost model was computed to evaluate the resource efficiency of the program. ResultsPatients maintained high training adherence throughout the program and reached an average total active training time of 39.7 (SD 21.4) hours, with the majority delivered asynchronously (mean 82.2%, SD 10.8%). Patients improved in both upper-limb (Fugl-Meyer Upper Extremity, mean 6.4, SD 5.1; PPP ConclusionsThis work demonstrates effective high-dose neurorehabilitation delivery via gamified therapy technologies at home. The approach shows that training time can be successfully decoupled from therapist-presence without compromising adherence, outcomes, or patient satisfaction over an extended program period. Given growing concerns over therapist availability and increasing health care costs, this resource-efficient approach can help achieve medical guidelines and complement existing clinic-based approaches.
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spelling doaj-art-8d60dc1847534775a2bdf69066367b1c2025-08-20T03:30:33ZengJMIR PublicationsJMIR Serious Games2291-92792025-07-0113e69335e6933510.2196/69335A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World AnalysisSpencer A Arbucklehttp://orcid.org/0000-0002-5855-6808Anna Sophie Knillhttp://orcid.org/0009-0002-8365-1740Michelle H Chan-Cortéshttp://orcid.org/0000-0003-1883-9317Gabriela Rozanskihttp://orcid.org/0000-0002-9538-2456Anastasia Elena Fordhttp://orcid.org/0009-0007-9733-7353Louis T Derungshttp://orcid.org/0009-0008-2286-5677John W Krakauerhttp://orcid.org/0000-0002-4316-1846Naveed Ejazhttp://orcid.org/0000-0001-8370-4588David Putrinohttp://orcid.org/0000-0002-2232-3324Jenna Tosto-Mancusohttp://orcid.org/0000-0002-4664-0594Meret Branscheidthttp://orcid.org/0000-0002-4008-6916 Abstract BackgroundAccumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke. The reality, however, is that most patients receive a fraction of this dose, with therapist availability and costs of delivery being major implementational barriers. ObjectiveThis study aimed to explore a potential solution by conducting a retrospective analysis of a real-world enhanced clinical service that used gamified self-training technologies at home under remote therapist supervision. MethodsData from 17 patients who completed a 12‐18 week full-body, high-dose neurorehabilitation program entirely at home were analyzed. Program delivery relied primarily on patients training independently (asynchronously) with the MindMotion GO (MindMaze) gamified-therapy solution. Accompanying telerehabilitation training sessions with a therapist occurred weekly while therapists used a web application to continuously monitor and manage the program remotely. Effectiveness of the program was assessed through measured active training time, a measure that more closely reflects delivered dosage as opposed to scheduled dose. Patient recovery was evaluated with standardized impairment and functional clinical measures and patient self-reported outcome measures. Finally, a cost model was computed to evaluate the resource efficiency of the program. ResultsPatients maintained high training adherence throughout the program and reached an average total active training time of 39.7 (SD 21.4) hours, with the majority delivered asynchronously (mean 82.2%, SD 10.8%). Patients improved in both upper-limb (Fugl-Meyer Upper Extremity, mean 6.4, SD 5.1; PPP ConclusionsThis work demonstrates effective high-dose neurorehabilitation delivery via gamified therapy technologies at home. The approach shows that training time can be successfully decoupled from therapist-presence without compromising adherence, outcomes, or patient satisfaction over an extended program period. Given growing concerns over therapist availability and increasing health care costs, this resource-efficient approach can help achieve medical guidelines and complement existing clinic-based approaches.https://games.jmir.org/2025/1/e69335
spellingShingle Spencer A Arbuckle
Anna Sophie Knill
Michelle H Chan-Cortés
Gabriela Rozanski
Anastasia Elena Ford
Louis T Derungs
John W Krakauer
Naveed Ejaz
David Putrino
Jenna Tosto-Mancuso
Meret Branscheidt
A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis
JMIR Serious Games
title A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis
title_full A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis
title_fullStr A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis
title_full_unstemmed A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis
title_short A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis
title_sort resource efficient high dose gamified neurorehabilitation program for chronic stroke at home retrospective real world analysis
url https://games.jmir.org/2025/1/e69335
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