Accepted for/Published in: Journal of Medical Internet Research
Date Submitted: Sep 12, 2025
Date Accepted: Mar 9, 2026
Opportunities and concerns of gamified, extended reality for home based motor rehabilitation for children with brain injury: A qualitative case study on design elements related to the engagement and fatigue perspectives
ABSTRACT
Background:
Fatigue is one of the most common and underrecognized consequences of pediatric acquired brain injury, often expressed behaviorally rather than verbally. Traditional rehabilitation programs are frequently static and cognitively demanding, limiting engagement and therapeutic outcomes. Extended Reality (XR) technologies offer new opportunities to address these challenges by enabling interactive, adaptive, and motivating therapy environments. However, few XR systems are designed to detect fatigue or are co-developed with children and therapists.
Objective:
This study explores how XR rehabilitation can be designed to increase engagement and support the detection of fatigue-related symptoms in children with brain injuries.
Methods:
A qualitative case study approach was employed, combining co-design workshops, interviews with healthcare professionals, observational data, and iterative user testing with children aged 8–16. The XR prototype was developed using Unity, Cognitive3D, and the Meta Quest 3 headset. Engagement and fatigue were evaluated using adapted versions of the User Engagement Scale (UES) and the Virtual & Mixed Reality Fatigue Scale (VMRFS), supplemented by thematic analysis of qualitative data.
Results:
Children demonstrated higher engagement with short, modular XR sessions (3–10 minutes) that included interactive game mechanics and preserved visibility of their surroundings. Fatigue was inferred through behavioral cues such as gaze, posture, and responsiveness. Therapists emphasized the importance of adaptive difficulty, personalization, and simplified environments. A therapist-facing dashboard was developed to visualize behavioral indicators of fatigue
Conclusions:
This study demonstrates that XR-based rehabilitation, when co-designed with children and therapists, can effectively support engagement and behavioral fatigue detection in pediatric brain injury contexts. By integrating adaptive difficulty, personalized interaction, and simplified environments, the prototype addressed key limitations in prior XR systems. Findings reinforce the importance of short, modular sessions and emotionally supportive gamification to sustain motivation without overstimulation. The use of AR over VR minimized disorientation, while behavioral tracking provided actionable insights for therapists. Together, these contributions offer a fatigue-sensitive, engagement-driven framework for XR design in pediatric neurorehabilitation.
Citation
Request queued. Please wait while the file is being generated. It may take some time.
Copyright
© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.