Assessment & Research

Requirements for and impact of a serious game for neuro-pediatric robot-assisted gait training.

Labruyère et al. (2013) · Research in developmental disabilities 2013
★ The Verdict

A 90-second VR horse-race gauge tells you which neuro-gait kids can raise muscle and heart effort on demand.

✓ Read this if BCBAs in pediatric rehab who use or plan to use VR, robotics, or exergames.
✗ Skip if Practitioners working with adults or purely social-skills cases.

01Research in Context

01

What this study did

Labruyère et al. (2013) built a VR horse-race game for kids in robotic gait training. Kids walked on a treadmill while wearing an EMG chest band and heart-rate watch.

The game sped up when the child’s muscles or heart worked harder. Researchers asked, ‘Can kids with brain-based gait disorders turn up their effort on command?’

02

What they found

Yes. When the game asked for more speed, kids raised EMG and heart rate. The jump was biggest for children with stronger thinking and motor skills.

The team created a simple ‘modulation index’ that shows who can ramp effort and who needs more help.

03

How this fits with other research

Ren et al. (2023) pooled 25 digital-game studies and found moderate gains in thinking skills for kids with neurodevelopmental disorders. Rob’s index gives one clear metric to add to that pool.

Deserno et al. (2017) looks like a contradiction: their active-video-game group met minute goals yet made zero motor progress. The difference is game quality. K’s kids had boring games and tech glitches; Rob’s VR gave tight, fun feedback every step.

Anonymous (2025) extends the idea. They used the WISH→WON teaching plan so kids with mild ID could play VR exergames alone. Rob showed kids can modulate effort; Anonymous showed you can teach independence with the same gear.

04

Why it matters

You now have a quick screen: run two 90-second VR trials, one easy and one hard. Compare the EMG/HR jump. A big jump means the child is ready for gamified gait training. A small jump tells you to pre-teach effort control or pick simpler games. No extra gear needed—just the robot’s own monitors.

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Add an ‘effort check’ trial to your next robotic session: one quiet minute, one game minute, then compare EMG/HR to see if the child is ready for full gamified training.

02At a glance

Intervention
not applicable
Design
pre post no control
Sample size
19
Population
developmental delay, other
Finding
positive
Magnitude
medium

03Original abstract

We investigated whether children with neurological gait disorders who walked in a driven gait orthosis could adjust their participation level according to the demands of a newly developed rehabilitation game. We further investigated if cognitive capacity and motor impairment influenced game performance. Nineteen children with neurological gait disorders (mean age: 13.4 y, 42% girls) participated. To quantify game participation, electromyographic muscle activity (M. rectus femoris) and heart rate were compared in a demanding part and a less demanding part of the game. Cognitive capacity was assessed with the Test of Nonverbal Intelligence (TONI-4). Furthermore, the Functional Independence Measure for Children (WeeFIM), Manual Muscle Tests and a therapist-derived score of how well the child was able to train were assessed. Results showed that muscle activity and heart rate were higher during the demanding part of the game (30.7 ± 22.6 μV; 129.4 ± 15.7 bpm) compared to the less demanding part (16.0 ± 13.4 μV; 124.1 ± 15.9 bpm; p<0.01 for both measures). Game performance correlated moderately with the TONI-4 (r=0.50, p=0.04) and the cognition subscale of the WeeFIM (ρ=0.59, p=0.01). The therapist-derived score correlated significantly with game performance (p=0.75, p<0.01) and the ability to modify muscle activity to the demands of the game (p=-0.72, p<0.01). Receiver operating characteristic analyses revealed that the latter factor differentiated well between those children suitable for the game and those not. We conclude that children with neurological gait disorders are able to modify their activity to the demands of the VR-scenario. However, cognitive function and motor impairment determine to which extent. These results are important for clinical decision-making.

Research in developmental disabilities, 2013 · doi:10.1016/j.ridd.2013.07.031