Opportunities and Concerns of Gamified, Extended Reality for Home-Based Motor Rehabilitation for Children With Brain Injury: Qualitative Case Study on Design Elements Related to the Engagement and Fatigue Perspectives - Report - MDSpire

Opportunities and Concerns of Gamified, Extended Reality for Home-Based Motor Rehabilitation for Children With Brain Injury: Qualitative Case Study on Design Elements Related to the Engagement and Fatigue Perspectives

  • By

  • Eivind Kolstad

  • Nenad Pavel

  • Alexis Ken Sosmena Cartajenas

  • Trust Saidi

  • Ingvild Kristina Hurum Rosseland

  • Åse Bergheim

  • Nora Synnøve Mørk

  • Kathinka Granum Selmer-Olsen

  • Parisa Gazerani

  • Shefaly Shorey

  • Minna Pikkarainen

  • June 2, 2026

  • 0 min

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Clinical Report: Exploring Gamified Extended Reality for Pediatric ABI Rehabilitation

Overview

This report examines the potential benefits and challenges of using gamified extended reality (XR) for at-home motor rehabilitation in children with acquired brain injury (ABI). It highlights the importance of engagement and fatigue management in improving rehabilitation outcomes.

Background

Pediatric acquired brain injury (ABI) is a significant cause of long-term disability in children, affecting various functional domains. Traditional rehabilitation methods often fail to engage children adequately, leading to low adherence and poor outcomes. The integration of gamified XR tools may enhance motivation and engagement, addressing critical barriers in pediatric rehabilitation.

Data Highlights

No numerical or trial data provided in the source material.

Key Findings

  • Pediatric ABI affects cognitive, motor, sensory, and emotional domains, leading to long-term disability.
  • Insufficient motivation is a major barrier to effective rehabilitation in children with ABI.
  • Gamified XR tools can create engaging environments that may improve therapy adherence and outcomes.
  • Fatigue is a prevalent but underreported symptom in pediatric ABI, impacting rehabilitation engagement.
  • Current XR rehabilitation solutions do not adequately address fatigue or individual differences in children.

Clinical Implications

Clinicians should consider integrating gamified XR tools into rehabilitation programs to enhance engagement and address fatigue in children with ABI. Understanding individual differences in energy and motivation is crucial for optimizing therapy outcomes.

Conclusion

Gamified XR presents a promising avenue for enhancing pediatric ABI rehabilitation, particularly in managing engagement and fatigue. Further research is needed to refine these tools for clinical use.

Related Resources & Content

  1. American College of Surgeons Best Practice Guidelines on Management of Traumatic Brain Injury: Executive Summary of Early Rehabilitation Recommendations, ScienceDirect, 2026
  2. Early initiation of rehabilitation therapies in children with severe traumatic brain injury: An algorithm based on expert panel recommendations, PMC, 2025
  3. A national consensus-based framework on preferred assessments and interventions in current treatment for young people with acquired brain injury in Dutch rehabilitation centers, 2026
  4. Return to sports after pediatric traumatic brain injury: An expert panel survey, PMC
  5. npj Digital Medicine — Affordable AI-Powered Exergame for Stroke Rehabilitation and Upper-Limb Function Evaluation
  6. npj Digital Medicine — Utilizing Immersive Virtual Reality for Rehabilitation of Hand and Finger Function: Findings from a Randomized Controlled Trial Involving 150 Patients with Traumatic Hand Injuries
  7. DIGITAL HEALTH — A feasibility randomised controlled trial of an exergaming device aimed at improving mobility in children with cerebral palsy
  8. npj Digital Medicine — Collaborative Design with Frail Residents of Nursing Homes to Enhance a VR-Based Physio-Cognitive Intervention through Gamification
  9. American College of Surgeons Best Practice Guidelines on Management of Traumatic Brain Injury: Executive Summary of Early Rehabilitation Recommendations - ScienceDirect
  10. Early initiation of rehabilitation therapies in children with severe traumatic brain injury: An algorithm based on expert panel recommendations - PMC
  11. A national consensus-based framework on preferred assessments and interventions in current treatment for young people with acquired brain injury in Dutch rehabilitation centers - Florian Allonsius, Arend de Kloet, Frederike van Markus-Doornbosch, Ingrid Rentinck, Suzanne Lambregts, Karin Huizing, Peter de Koning, Sandra te Winkel, Christine Resch, Thea Vliet Vlieland, Menno van der Holst, 2026
  12. Return to sports after pediatric traumatic brain injury: An expert panel survey - PMC
  13. Effectiveness of treadmill-based virtual-reality biofeedback training to improve gait function in children and adolescents with congenital and acquired brain injury | Scientific Reports
  14. Frontiers | The use of virtual reality technologies in children with adverse health conditions: can it improve neuromotor function? a systematic review of randomized clinical trials
  15. Virtual Reality in Training of Sustained Attention, Processing Speed, and Working Memory After Traumatic Brain Injury: A Randomized Controlled Trial - ScienceDirect
  16. Supporting virtual reality and active video game use in pediatric rehabilitation: Protocol for a mixed-methods feasibility study
  17. The Digital Pediatric Physiotherapy Framework (DPPF): A Systematic Review of Digital Health Integration in Pediatric Physiotherapy
  18. Cybersickness Evaluation in Immersive Virtual Environments: A Systematic Review with Implications for Neurological Rehabilitation - PubMed

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