GAMIFICATION IN ACTIVITIES OF DAILY LIVING REHABILITATION AFTER STROKE

Authors

Carla Oliveira
Faculty of Engineering, University of Porto
Rafael Martins
Faculty of Engineering, University of Porto
Joana Duarte
Universidade do Porto
https://orcid.org/0000-0002-5856-5317

Synopsis

Stroke is a leading cause of long-term functional disability, limiting independence in activities of daily living (ADLs). Gamification is an innovative strategy that can boost engagement and rehabilitation dose by delivering biofeedback and supporting neuroplasticity. Objective: To map the scientific evidence on gamification for ADL-oriented rehabilitation after stroke, describing the platforms used, the most common gamification mechanics, and the nature of trained activities. Methods: A scoping review was conducted and reported according to PRISMA-ScR. Searches were performed in PubMed, Scopus, Web of Science, and ScienceDirect using the Population–Concept–Context framework. Only studies employing gamified intervention protocols targeting upper-limb rehabilitation were included. Results: Twenty-four articles were included. The findings reveal a paradigm shift from commercial gaming consoles toward serious games and immersive virtual reality. The dominant gamification mechanics were real-time kinematic biofeedback and adaptive difficulty adjustment. Intervention protocols typically ranged from 3 to 5 weekly sessions lasting 30–45 minutes, with a growing trend toward asynchronous telerehabilitation. Conclusions: Current evidence suggests that gamification is a promising approach to enhance functional independence, especially when embedded in direct, task-specific ADL practice. The move toward specialized serious games may improve clinical precision and ecological validity in post-stroke recovery.

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Published

1 March 2026

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This work is licensed under a Creative Commons Attribution 4.0 International License.