Turkish Journal of Physical Medicine and Rehabilitation

The impact of motion capture camera-supported telerehabilitation gamification on upper extremity functions and quality of life in stroke and cerebral palsy patients

Başak Bilir Kaya 1 ,Pınar Güngör Ketenci 1 ,Özlem Öztekin 1 ,Kemal Memişoğlu 2
1 Department of Physical Medicine and Rehabilitation, Erenköy Physical Therapy and Rehabilitation Hospital, İstanbul, Türkiye
2 Ministry of Health, Minister of Health, Ankara, Türkiye
DOI : 10.5606/tftrd.2025.16461 Objectives: The aim of this study was to investigate the impact of a newly developed motion capture camera-supported telerehabilitation gamification software on upper extremity functions and quality of life (QoL) in patients with stroke and cerebral palsy (CP). Patients and methods: Between November 14th 2022 and November 14th 2023, a total of 122 patients were included in the study, 90 with stroke (52 males, 38 females; mean age: 59.8±14.7 years; range, 23 to 80 years) and 32 with CP (17 males, 15 females; mean age: 11.7±2.8 years; range, 8 to 18 years). All patients received a telerehabilitation program, supported by motion capture technology, incorporated gamification elements to engage patients were conducted for 30 sessions. The patients were assessed by hemiplegic upper extremity functionality tests and QoL scales. Results: Both groups showed statistically significant improvements in the upper extremity functions and QoL, as measured by Fugl-Meyer Assessment of Upper Extremity (FMA-UE) Scale (p<0.001), Action Research Arm Test (ARAT) (p<0.001), Nine-Hole Peg Test (9HPT) (CP: p<0.05, Stroke: [p<0.001]), Motor Activity Log-28 (MAL-28) (p<0.001), Stroke-Specific Quality of Life Scale (SS-QOL) (p<0.001) and Pediatric Quality of Life Inventory (PedsQL) (p<0.001). Conclusion: Our study findings highlight the potential of motion capture camera-supported telerehabilitation gamification software in enhancing upper extremity functional outcomes and significant improvement in QoL for patients with stroke and CP. Keywords : Cerebral palsy, gamification, quality of life, telerehabilitation, stroke.