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 - Summary - 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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Objective:

To explore gamification and XR design elements that facilitate or hinder engagement in home-based motor rehabilitation for children with acquired brain injury (ABI), while considering fatigue-related factors.

Key Findings:
  • Pediatric ABI is a leading cause of long-term disability, with fatigue being a prevalent but underreported symptom.
  • Current XR rehabilitation solutions do not adequately address fatigue or individual differences in energy and motivation.
  • Gamification and XR can enhance engagement in rehabilitation but require design adaptations to account for fatigue.
Interpretation:

Limitations:
  • Limited research on effective XR-based interventions specifically addressing fatigue in pediatric rehabilitation.
  • Few XR rehabilitation solutions are co-designed with children and caregivers, affecting usability and clinical relevance.
Conclusion:

The findings indicate a gap in XR design for pediatric ABI rehabilitation, emphasizing the importance of integrating fatigue considerations into the development of engaging therapeutic tools.

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