Gamification of Physiotherapy Using Real-Time Motion Capture
Research shows that the implementation of home-based physical therapy (HBPT) is a vital part of many rehabilitation programs. However, non-adherence rates reach up to 70%, which negatively affects the treatment outcomes. Studies suggest that when physical therapy interacts with game-related activities patients are more likely to follow exercise protocols and achieve better rehabilitation outcomes. This research describes a novel web-based platform called PhysioGame which leverages this concept by integrating physical therapy exercises with engaging game elements. The application presents three exercise categories based on physical therapy practices. These are: balance, strengthening, and stretching, which targets specific body parts such as shoulder, elbow, knee, and upper back. Real-time monitoring of user movements occurs through the webcam via Mediapipe Pose library to verify correct exercise performance with proper posture. This helps users achieve better outcomes from their therapy sessions. PhysioGame also includes a gamified reward system where users earn coins based on their performance. The coins earned through gameplay, enables them to purchase various virtual plants and decorate their digital gardens to enhance both motivation and entertainment factor. The stored garden data persists between sessions so users can continue enjoying their decorated environments across different sessions. By combining physical therapy with interactive gaming, PhysioGame aims to make the rehabilitation process more enjoyable, improve user engagement, and ultimately enhance the effectiveness of physical therapy.
Authors
- S. Alex
- Raees Ahmad Khan (ORCID: https://orcid.org/0000-0002-9454-1312)
- Sanjay Swaminathan (ORCID: https://orcid.org/0000-0001-5315-6445)
- Balamurugan Balusamy (ORCID: https://orcid.org/0000-0003-2805-4951)
Institutions
- SRM Institute of Science and Technology (IN)
Publication Details
- Published
- 2025-08-08
- DOI
- https://doi.org/10.1109/icbmesh66209.2025.11182014
- Primary Topic
- Educational Games and Gamification
- Type
- article
- Field-Weighted Citation Impact
- 0.00