author = {Ali, A. and Kumaran D, Senthil. and Arumugam, Ashokan. and , .}, title = {{Day III: Saturday, March 25, 2023; 9.00 AM Agenda: Physiotherapy in Neurological Conditions: AB No: 43 User satisfaction with a game-based rehabilitation program in people with stroke: A pilot study}}, journal ={Sahel Medical Journal}, volume ={3}, number ={2}, pages = {83}, doi = {10.4103/2456-7787.379307}, year = {2000}, abstract ={Purpose: Game-based rehabilitation has emerged as a promising treatment approach in stroke rehabilitation due to its potential to increase motivation and adherence of participants to the intervention. One of the key features for adherence is satisfaction; therefore, information on user satisfaction apart from effectiveness of the intervention is required to include game-based rehabilitation in routine clinical practice. Given that information on user satisfaction with game-based rehabilitation is scarce, the objective of this study was to assess immediate user satisfaction with a game-based rehabilitation program provided with a novel arm rehabilitation device “ArmAble™” that caters functional games, for people with stroke. Methods: his study is a part of an ongoing trial (CTRI/2020/09/027651). Thirty adults (mean age±SD = 52.5±14.2, 70% men) with acute/sub-acute unilateral stroke received an intensive, functional, gamified training program using the ArmAble™ device for 45-60 minutes in addition to a conventional therapy for 6 days/week for 2 weeks. User satisfaction was assessed with the Game User Experience Satisfaction Scale (GUESS) immediately after the 2-week intervention. The GUESS questionnaire has 55 items and 9 subscales/dimensions that are rated on a 7-point likert scale. The composite score for GUESS were reported with measures of central tendency. Results: The median post-stroke duration of participants was 30 (15, 56.5) days. All participants completed the 2-week intervention without any adverse events and responded positively to all scoring items. The mean composite score was 53.4±2.84 out of a maximum score of 63, with no floor or ceiling effects, which shows a high level of participants’ satisfaction following the rehabilitation program. When the subscales were examined, the major contributors to higher satisfaction were usability, enjoyment, game narratives, audio and visual aesthetics of the games and device. Conclusion: People with stroke reported a high level of satisfaction with the game-based rehabilitation program provided through the ArmAble™ device incorporating functional games with ecological validity.}, URL ={https://www.smjonline.org/article.asp?issn=1118-8561;year=2000;volume=3;issue=2;spage=83;epage=83;aulast=;t=6}, eprint ={https://www.smjonline.org/article.asp?issn=1118-8561;year=2000;volume=3;issue=2;spage=83;epage=83;aulast=;t=6} }