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<article xmlns:xlink="http://www.w3.org/1999/xlink" article-type="letter" dtd-version="2.0">
  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">JSG</journal-id>
      <journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id>
      <journal-title>JMIR Serious Games</journal-title>
      <issn pub-type="epub">2291-9279</issn>
      <publisher>
        <publisher-name>JMIR Publications</publisher-name>
        <publisher-loc>Toronto, Canada</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="publisher-id">v12i1e52661</article-id>
      <article-id pub-id-type="pmid">38265856</article-id>
      <article-id pub-id-type="doi">10.2196/52661</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Research Letter</subject>
        </subj-group>
        <subj-group subj-group-type="article-type">
          <subject>Research Letter</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Health Care Professional–Supported Co-Design of a Mime Therapy–Based Serious Game for Facial Rehabilitation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="editor">
          <name>
            <surname>Leung</surname>
            <given-names>Tiffany</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Junus</surname>
            <given-names>Alvin</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Asada</surname>
            <given-names>Yoshikazu</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib id="contrib1" contrib-type="author">
          <name name-style="western">
            <surname>Sousa</surname>
            <given-names>Daniel Lima</given-names>
          </name>
          <degrees>MSc</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0001-5031-1147</ext-link>
        </contrib>
        <contrib id="contrib2" contrib-type="author">
          <name name-style="western">
            <surname>Teixeira</surname>
            <given-names>Silmar</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-9240-1228</ext-link>
        </contrib>
        <contrib id="contrib3" contrib-type="author">
          <name name-style="western">
            <surname>Fontenele</surname>
            <given-names>José Everton</given-names>
          </name>
          <degrees>MSc</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0001-5982-4707</ext-link>
        </contrib>
        <contrib id="contrib4" contrib-type="author">
          <name name-style="western">
            <surname>Santos</surname>
            <given-names>Renato Mendes</given-names>
          </name>
          <degrees>MSc</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-4013-4420</ext-link>
        </contrib>
        <contrib id="contrib5" contrib-type="author">
          <name name-style="western">
            <surname>Pereira</surname>
            <given-names>Leynilson</given-names>
          </name>
          <degrees>MSc</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0001-7564-452X</ext-link>
        </contrib>
        <contrib id="contrib6" contrib-type="author">
          <name name-style="western">
            <surname>Baluz</surname>
            <given-names>Rodrigo</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <xref rid="aff2" ref-type="aff">2</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0003-4745-1442</ext-link>
        </contrib>
        <contrib id="contrib7" contrib-type="author">
          <name name-style="western">
            <surname>Bastos</surname>
            <given-names>Victor Hugo</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0001-7425-4730</ext-link>
        </contrib>
        <contrib id="contrib8" contrib-type="author" corresp="yes">
          <name name-style="western">
            <surname>Teles</surname>
            <given-names>Ariel Soares</given-names>
          </name>
          <degrees>PhD</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <xref rid="aff3" ref-type="aff">3</xref>
          <address>
            <institution>Federal Institute of Maranhão, Campus Araioses</institution>
            <addr-line>Rua José de Alencar, S/N</addr-line>
            <addr-line>Bairro Cumprida</addr-line>
            <addr-line>Araioses, 65570-000</addr-line>
            <country>Brazil</country>
            <phone>55 86995501313</phone>
            <email>ariel.teles@ifma.edu.br</email>
          </address>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-0840-3870</ext-link>
        </contrib>
      </contrib-group>
      <aff id="aff1">
        <label>1</label>
        <institution>Parnaíba Delta Federal University</institution>
        <addr-line>Parnaíba</addr-line>
        <country>Brazil</country>
      </aff>
      <aff id="aff2">
        <label>2</label>
        <institution>State University of Piauí, Campus Parnaíba</institution>
        <addr-line>Parnaíba</addr-line>
        <country>Brazil</country>
      </aff>
      <aff id="aff3">
        <label>3</label>
        <institution>Federal Institute of Maranhão, Campus Araioses</institution>
        <addr-line>Araioses</addr-line>
        <country>Brazil</country>
      </aff>
      <author-notes>
        <corresp>Corresponding Author: Ariel Soares Teles <email>ariel.teles@ifma.edu.br</email></corresp>
      </author-notes>
      <pub-date pub-type="collection">
        <year>2024</year>
      </pub-date>
      <pub-date pub-type="epub">
        <day>24</day>
        <month>1</month>
        <year>2024</year>
      </pub-date>
      <volume>12</volume>
      <elocation-id>e52661</elocation-id>
      <history>
        <date date-type="received">
          <day>11</day>
          <month>9</month>
          <year>2023</year>
        </date>
        <date date-type="rev-request">
          <day>3</day>
          <month>11</month>
          <year>2023</year>
        </date>
        <date date-type="rev-recd">
          <day>9</day>
          <month>11</month>
          <year>2023</year>
        </date>
        <date date-type="accepted">
          <day>29</day>
          <month>12</month>
          <year>2023</year>
        </date>
      </history>
      <copyright-statement>©Daniel Lima Sousa, Silmar Teixeira, José Everton Fontenele, Renato Mendes Santos, Leynilson Pereira, Rodrigo Baluz, Victor Hugo Bastos, Ariel Soares Teles. Originally published in JMIR Serious Games (https://games.jmir.org), 24.01.2024.</copyright-statement>
      <copyright-year>2024</copyright-year>
      <license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
        <p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.</p>
      </license>
      <self-uri xlink:href="https://games.jmir.org/2024/1/e52661" xlink:type="simple"/>
      <abstract>
        <p>This research letter presents the co-design process for RG4Face, a mime therapy–based serious game that uses computer vision for human facial movement recognition and estimation to help health care professionals and patients in the facial rehabilitation process.</p>
      </abstract>
      <kwd-group>
        <kwd>serious game</kwd>
        <kwd>serious games</kwd>
        <kwd>facial recognition</kwd>
        <kwd>face estimation</kwd>
        <kwd>computer vision</kwd>
        <kwd>facial rehabilitation</kwd>
        <kwd>face</kwd>
        <kwd>rehabilitation</kwd>
        <kwd>physiotherapy</kwd>
        <kwd>mime therapy</kwd>
        <kwd>co-design</kwd>
        <kwd>human face estimation</kwd>
        <kwd>facial palsy</kwd>
        <kwd>facial paralysis</kwd>
        <kwd>motor rehabilitation</kwd>
        <kwd>exergame</kwd>
        <kwd>physiotherapists</kwd>
        <kwd>psychologists</kwd>
        <kwd>participation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec sec-type="introduction">
      <title>Introduction</title>
      <p>Facial paralysis is a consequence of damage or injury to the facial nerve, resulting in functional impairments. A challenge of rehabilitation through exercise repetition is maintaining patients' engagement and motivation in the intensive and repetitive execution of the exercises necessary for successful rehabilitation [<xref ref-type="bibr" rid="ref1">1</xref>]. Repetitive and intensive movements are recommended for progress in treatment [<xref ref-type="bibr" rid="ref2">2</xref>], and the variety of movements has significant effects on patient recovery [<xref ref-type="bibr" rid="ref3">3</xref>].</p>
      <p>In motor rehabilitation, exergames—serious games that require physical exercise to play—add fun to exercises and allow patients to forget about their condition and focus on the game [<xref ref-type="bibr" rid="ref4">4</xref>]. Studies conducted with games for motor rehabilitation have achieved promising results [<xref ref-type="bibr" rid="ref5">5</xref>] on patient motivation and engagement [<xref ref-type="bibr" rid="ref4">4</xref>]. This study aimed to co-design <italic>RG4Face</italic>—an exergame for facial rehabilitation.</p>
    </sec>
    <sec sec-type="methods">
      <title>Methods</title>
      <sec>
        <title>Ethical Considerations</title>
        <p>This study was approved by the Research Ethics Committee of Universidade Federal do Delta do Parnaíba (5.632.311). The first author (DLS) provided explicit consent for use of his image in <xref ref-type="supplementary-material" rid="app1">Multimedia Appendices 1</xref> and <xref ref-type="supplementary-material" rid="app2">2</xref>.</p>
      </sec>
      <sec>
        <title>Study Design</title>
        <p>To develop <italic>RG4Face</italic>, a co-design procedure (<xref rid="figure1" ref-type="fig">Figure 1</xref>) was conducted with physiotherapists (n=16) and psychologists (n=5; <xref ref-type="supplementary-material" rid="app3">Multimedia Appendix 3</xref>) to obtain the necessary knowledge on the game requirements.</p>
        <p>In the first stage, a version of the game was developed with an initial idea (<xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>). In the second, we recruited physiotherapists and psychologists to participate in co-design meetings (August to November 2022) and answer a questionnaire. We then presented the game to the participants and allowed them to make suggestions. The prototype was essential to encouraging participation during meetings. In total, 5 meetings were held—4 with physiotherapists and 1 with psychologists. The main activities of the meetings were brainstorming sessions, in which the generation of game requirements was encouraged for their incorporation into visual elements, gamification, and game mechanics. Meeting results allowed for the creation of a list of requirements. As a third stage, we are concluding the implementation of <italic>RG4Face</italic> based on the produced requirements. The game code was implemented in JavaScript to provide new features for facial rehabilitation via the Rehabilite Game platform [<xref ref-type="bibr" rid="ref6">6</xref>].</p>
        <fig id="figure1" position="float">
          <label>Figure 1</label>
          <caption>
            <p>Co-design timeline.</p>
          </caption>
          <graphic xlink:href="games_v12i1e52661_fig1.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
        </fig>
      </sec>
    </sec>
    <sec sec-type="results">
      <title>Results</title>
      <p>Per its initial conception, <italic>RG4Face</italic> uses computer vision (via a camera) for capturing, recognizing, and estimating human facial movements. The game prototype was implemented via the MediaPipe face mesh [<xref ref-type="bibr" rid="ref7">7</xref>] to enable the recognition and use of 1 movement (eg, raising eyebrows; ie, frontal muscle) to control game elements. The game involves a spaceship moving horizontally across the bottom of the captured video window and firing a projectile when face movement is detected. The main objective is to hit triangles that randomly appear on the player's face.</p>
      <p><xref ref-type="table" rid="table1">Table 1</xref> presents participants’ suggestions during co-design, game requirements, and rationales.</p>
      <p><italic>RG4Face</italic> is in the testing phase and, prior to evaluations, can recognize 6 movements used in mime therapy to improve facial muscle strength and mobility (<xref ref-type="supplementary-material" rid="app2">Multimedia Appendix 2</xref>). To implement the recognition of these movements, MediaPipe was used [<xref ref-type="bibr" rid="ref7">7</xref>]. The face mesh model allows for the real-time tracking of 468 3D landmarks on the human face that represent important facial features (eg, eyes, eyebrows, nose, and mouth). Distances between landmarks are calculated to recognize movements.</p>
      <p><italic>RG4Face</italic> provides a mirror therapy feature [<xref ref-type="bibr" rid="ref8">8</xref>], which can mirror the healthy side of the face to create a visual illusion that can help reduce pain and improve function. <italic>RG4Face</italic> allows for parameter adjustment on the Rehabilite Game platform. Health care professionals can choose specific game mechanics for each rehabilitation case, thereby customizing the game according to patients’ needs and difficulties.</p>
      <table-wrap position="float" id="table1">
        <label>Table 1</label>
        <caption>
          <p>Functional and nonfunctional game requirements from the co-design procedure.</p>
        </caption>
        <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
          <col width="340"/>
          <col width="330"/>
          <col width="330"/>
          <thead>
            <tr valign="top">
              <td>Participants’ suggestions</td>
              <td>Refined requirement</td>
              <td>Rationale</td>
            </tr>
          </thead>
          <tbody>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Improve the game scenario</p>
                  </list-item>
                  <list-item>
                    <p>Improve the representation of the ship and projectiles</p>
                  </list-item>
                  <list-item>
                    <p>Choose attractive colors and contrasts</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Improve game colors and elements: border, ship, projectiles, and collision</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Enable the game to become more attractive and stimulating</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Include levels with difficulty levels</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Provide difficulty levels</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Gamification for each level, depending on the patient's condition</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Provide an option of mirror therapy for the game</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Implement a mirror therapy simulation</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Patients with Bell palsy can benefit from it</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Implement better game mechanics for rewards</p>
                  </list-item>
                  <list-item>
                    <p>Promote progression in the game</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Create a scoring and bonus system</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Increase patients’ adherence to and engagement with treatment</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Movement sensitivity must be customized according to the patient's degree of disability</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Implementation of sensitivity levels for motion recognition</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>The level of sensitivity respects the movement capacity of each patient</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Create metrics on the game platform to monitor the rehabilitation process</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Provide in-game metrics</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>They are interesting for the health care professional to follow the patient's progress</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>To avoid causing botheration to some types of patients, the sound should be optional</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Allow game sound to be optional (ie, turn off the sound)</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>The sound may be unnecessary for some patients</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Consider visual acuity of the players</p>
                  </list-item>
                  <list-item>
                    <p>The game scenario should be full screen</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Make game screen full, automatically adjusting to the aspect ratio</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Game elements should be clearly visible</p>
                  </list-item>
                </list>
              </td>
            </tr>
            <tr valign="top">
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Head movement should not influence the game</p>
                  </list-item>
                  <list-item>
                    <p>Calibration is essential to avoid false positives and false negatives of movements</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Perform a prior calibration of the player’s face</p>
                  </list-item>
                </list>
              </td>
              <td>
                <list list-type="bullet">
                  <list-item>
                    <p>Adjustment of the distance between player’s face and screen, in addition to improving movement recognition</p>
                  </list-item>
                </list>
              </td>
            </tr>
          </tbody>
        </table>
      </table-wrap>
    </sec>
    <sec sec-type="discussion">
      <title>Discussion</title>
      <p>We co-designed a serious game for facial rehabilitation that represents a potential new approach to improving patients’ adherence to facial rehabilitation. The co-design procedure allowed stakeholders to participate in defining game requirements, thereby empowering the tool to meet the needs and expectations of patients and be more engaging and motivating.</p>
      <p>Although there are studies that focus on games for rehabilitating specific parts of the face (eg, eyes [<xref ref-type="bibr" rid="ref9">9</xref>] and mouth [<xref ref-type="bibr" rid="ref10">10</xref>]), to our knowledge, no serious game for facial rehabilitation has been proposed that can recognize the face movements used in mime therapy. This study proposes the first such exergame.</p>
      <p>Our results demonstrate that the co-design approach was effective for creating a serious game with the potential to meet patients' needs. We plan to evaluate the game with health care professionals, healthy participants, and patients with facial paralysis.</p>
    </sec>
  </body>
  <back>
    <app-group>
      <supplementary-material id="app1">
        <label>Multimedia Appendix 1</label>
        <p>Video presentation with the game prototype before the co-design procedure.</p>
        <media xlink:href="games_v12i1e52661_app1.mp4" xlink:title="MP4 File  (MP4 Video), 7354 KB"/>
      </supplementary-material>
      <supplementary-material id="app2">
        <label>Multimedia Appendix 2</label>
        <p>Video presentation with the game after implementing requirements from the co-design procedure.</p>
        <media xlink:href="games_v12i1e52661_app2.mp4" xlink:title="MP4 File  (MP4 Video), 55743 KB"/>
      </supplementary-material>
      <supplementary-material id="app3">
        <label>Multimedia Appendix 3</label>
        <p>Demographic characteristics of participants.</p>
        <media xlink:href="games_v12i1e52661_app3.docx" xlink:title="DOCX File , 15 KB"/>
      </supplementary-material>
    </app-group>
    <ack>
      <p>This work was supported by the Federal Institute of Maranhão, Coordination for the Improvement of Higher Education Personnel (CAPES; finance code 001), National Council for Scientific and Technological Development (CNPq; grants 308736/2022-2 and 308059/2022-0), and State Funding Agency of Maranhão (FAPEMA; grant UNIVERSAL-06123/22).</p>
    </ack>
    <fn-group>
      <fn fn-type="conflict">
        <p>None declared.</p>
      </fn>
    </fn-group>
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