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Feasibility Study of a Haptic-Based Catch & Heal Game for Upper Limb Rehabilitation with Motivational Support From a Social Robot

Bibliographic Data

ID21629778
AuthorsMuhammad Khairul Aiman Mohamad Basari (International Islamic University Malaysia), Aimi Shazwani Ghazali (0000-0001-5042-3536, International Islamic University Malaysia, corresponding author), Muhammad Afif Husman (0000-0001-8696-4545, International Islamic University Malaysia), Nor Hidayati Diyana Nordin (0000-0001-7017-8769, International Islamic University Malaysia)
Year2026
Publication date2026-05-05
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueSimulation & Gaming (JOURNAL)
Journal identifiersISSN: 1046-8781 • E-ISSN: 1552-826X
PublisherSAGE Publications (PUBLISHER • US)
DOI10.1177/10468781261449517
OpenAlexW7160275175
LanguageEN
References cited30

Background Stroke often results in upper limb impairment, requiring repetitive rehabilitation exercises that can be demotivating over time. Aim This study aims to develop and evaluate a rehabilitation system called Catch & Heal , which combines haptic-based gameplay and social robot-mediated motivational support to enhance upper limb therapy and user experience. The novelty of this system lies in its unified design, which combines serious gaming, physical feedback, and social interaction, an integration that remains underdeveloped in current research. Method Developed in Unity, the game adapts fishing mechanics to promote therapeutic wrist movements like push, pull, and rotation, mapped through joystick-based controls. Realistic haptic feedback, delivered via Arduino-driven vibration motors, simulates fish resistance to enhance motor engagement and proprioceptive response. A socially assistive robot provides real-time motivational cues, fostering emotional connection and sustained engagement. A feasibility study involving thirty healthy participants ( M = 22.73 years) in a controlled lab setting evaluated usability, engagement, emotional response, and perceptions of robot interaction. Results Outcomes showed high satisfaction with the user interface ( M = 4.56), strong in-game immersion ( M = 3.56), and favorable reception of the robot’s support ( M = 4.35). Significant correlations were found between user interface simplicity and aesthetics ( r = 0.878), and between immersion and emotional outcomes ( r = 0.872), highlighting therapeutic potential. Conclusions This integrated approach offers a promising direction for engaging and emotionally responsive rehabilitation, with future refinement focused on stroke patients

Embodied cognition · Haptic technology · Human–robot interaction · Novelty · Perception · Proprioception · Virtual reality · Motor Control and Adaptation · Stroke Rehabilitation and Recovery · Teleoperation and Haptic Systems · Rehabilitation

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