322
JMSR 2017, Vol III; N°3: 322- 326
Research Article
ISSN: 2351-8200
PATIENTS’ ACCEPTANCE OF THE USE OF SERIOUS GAMES IN PHYSICAL
REHABILITATION IN MOROCCO
Bonnechère B.
1,2,3,4
, Van Vooren M.
1,5
, Jansen B.
3,4
, Van Sint Jan S.
1,2
, Rahmoun M.
6
, Fourtassi M.
7
1
Laboratory of Anatomy, Biomechanics and Organogenesis (LABO), Université Libre de Bruxelles, Brussels, Belgium
2
Center for Functional evaluation, Faculty of Medicine, Université Libre de Bruxelles, Brussels, Belgium
3
Department of Electronics and Informatics - ETRO, Vrije Universiteit Brussel, Brussels, Belgium
4
iMinds, Department of Medical Information Technologies (MIT), Gaston Crommenlaan 8 (box 102), B-9050 Ghent,
Belgium
5
Geriatric department, Erasme Hospital, Brussels, Belgium
6
Laboratoire des systèmes Electronique, Informatique et Images, Ecole nationale des sciences Appliquées, Université
Mohammed I Oujda, Maroc
7
Physical and rehabilitation medicine, Centre Hospitalier Universitaire Mohammed I Oujda, Université Mohammed premier
Oujda, Maroc
Corresponding author:
M. Fourtassi
Adress: BP 724, Hay Al Quods, Oujda 60000, Morocco
Tel: 00212626738193
E-mail: fourtmary@yahoo.fr
Copyright © 2012- 2017 Dr Bonnechère B and al. This is an open access article published under Creative Commons
Attribution -Non Commercial- No Derivs 4.0 International Public License (CC BY-NC-ND). This license allows others
to download the articles and share them with others as long as they credit you, but they can’t change them in any way or use
them commercially.
ABSTRACT
Objective: The aim of this study was to determine if serious games especially customized for physical
rehabilitation could be used in daily clinics with patients that are not familiar with informatics and/or new
technologies.
Materials and methods: Twenty one patients participated in this study. Experiments were performed in the
physical rehabilitation of a hospital in Morocco. Patients were asked to perform physical rehabilitation exercises
with dedicated serious games after their conventional therapy session. A questionnaire was used to evaluate
patients’ habits to rehabilitation exercises and satisfaction and expectation about the use of serious games for
physical rehabilitation. This study aimed to determine if such clinical approach would be culturally acceptable
within a North African population in order to plan further clinical distribution if the hypothesis appears to be
positive.
Results: The same problem of low adherence to at-home exercises was found in Morocco compared to Europe
and the United-States of America: 60 (30) % of the exercises performed by the patients in Morocco, 48 (28) % in
Europe and the Stats. Results of this study shown that serious games are well accepted by the patient (100%) and
that it can help during the rehabilitation (90%). Most of the patient prefers the exercises with the games
compared to conventional rehabilitation exercises.
Conclusion: Even in a context of low education (participants in this study attended school until the age of 10
y.o.), and low access and knowledge about new technology and informatics, rehabilitation exercises within
serious games seems to be an interesting option to motivate patient during the rehabilitation with the
physiotherapist but also eventually placed at-home to facilitate rehabilitation.
INTRODUCTION
Thanks to the evolution of informatics and gaming
technology the use of (serious) video games (SG) is
becoming more and more popular in the
rehabilitation field. The number of studies is
increasing as well as the pathologies that could be
managed
1
. Although the efficacy of such kind of
intervention is still not fully validated, and request
further clinical trials to collect the required body of
evidences, there is an important question that need
to be answered first: are the serious games, and
more generally the technology, well accepted by
patients living in emerging country with relatively