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PLOS One logoLink to PLOS One
. 2026 Feb 4;21(2):e0339704. doi: 10.1371/journal.pone.0339704

MightyU – A portable sensor-based video game application for exercise training of children and adolescents with cerebral palsy

Lynn Eitner 1,*, Lennart Lücke 1,2, Elnaz Farshadfar 3, Christian Grüneberg 3, Christoph Maier 1, Almut Weitkämper 1, Bettina Menzen 1, Anja Burmann 4, Roman von Gehlen 5, Peter Konrad 5, Thomas Immich 6, Britta Karn 6, Patrick Filipowicz 7, Maximilian Pilk 7, Thomas Lücke 1
Editor: Mshari Alghadier8
PMCID: PMC12872008  PMID: 41637429

Abstract

Introduction

To prevent therapy fatigue and maintain motivation for daily home muscle training is important for children with cerebral palsy (CP). Therefore, we developed the computer-based Motion-controlled training tool MightyU. Its feasibility, short-term effectiveness and acceptance of the game in daily muscle training at home was now tested in children with varying degrees of motor impairment.

Methods

A surface electromyography sensor detects muscle activation, which is translated into in-game actions. In this way, targeted muscle activity is used to collect coins during gameplay. 19 children with CP tested MightyU at home for a week on a predetermined muscle group of the upper or lower limbs. The feasibility analysis considered the number of refusals to participate in the study, voluntary use at home and feedback based on the Game Experience Questionnaire (GEQ). The evaluation of usability based on modified System Usability Scale (SUS). The training effect was assessed by analyzing the difference between collected coins before and after a one-week training.

Results

MightyU was refused by 2 of 21 children, 19 children (N = 9 female, 11.3 ± 2.9 years, gross motor function classification scale GMFCS I-IV) used it at home without adverse effects. All children and their families exhibited great interest in this game independent of age, intelligence quotient, severity of disability, targeted movement, and prior experience with computer games. Key results from the GEQ were positive, yet children evaluated the gaming experience more positively to their parents across all categories. Median SUS score was 83.3% (IQR: 75.0–91.7) for children and 79.2% (IQR: 66.7–91.7) for parents, indicating good perceived usability. Training led to improvement in collecting coins (41% increase).

Conclusion

There is a fundamental interest amongst children with CP and their families for the pioneering therapy option MightyU due to its user satisfaction and usability, thereby potentially augmenting patient autonomy and compliance.

Introduction

Cerebral palsy (CP) is a neurological disorder that presents with symptoms ranging from mild to severe [1]. Individuals with CP experience impairment in motor function, cognitive performance, sensory perception, and speech, resulting in a decreased level of independence and quality of life. The management of children with CP requires rigorous and comprehensive therapies to preserve and enhance the abilities of children with CP and support their functional autonomy. Hence, it is imperative that the planning of therapeutic interventions be multidisciplinary and tailored to the child’s abilities to maximize activity and participation [2].

Daily and consistent implementation of muscle training is necessary for preserving and expanding muscular capabilities, thereby promoting autonomy and participation to the highest degree achievable [1]. Oftentimes, not only the children with CP themselves, but also their families participate in the rehabilitative therapies or associated studies [3]. While family participation might have a positive effect on the patients motivation, caregiving demands were found directly contribute to both the psychological and the physical health of the caregivers (mostly family members) [4].

One of the main challenges is to maintain necessary motivation for therapy over a long period of time [5]. Limited availability of interactive home-training devices leads to repetitive and sometimes monotonous routines, so a high level of patient compliance is required to achieve training success [6]. This indicates the need for innovative and fun training methods providing a low threshold for home-practice to the children.

Gamified training applications have shown great potential to enhance neurological motor skills, particularly in pediatric research, but the systems are not always suitable for home-therapy due to their high cost and lack of portability [79]. So-called exergames aim to use physical exercises and targeted movements to operate a computer game, e.g., via motion sensors or motion capture.

In the context of CP, training with exergames has also been researched in many cases involving the use of commercially available sensor devices with motion capture (such as Nintendo Wii or Xbox Kinect) or using specifically developed hard- and software for some studies [1012]. The disadvantage of the latter is that they do not specifically consider the individual motor deficits of the patient group. In addition, it remains to be seen whether movement recognition can be used for all types of movement disorders, as many studies have only included patients with mild impairments [10].

A promising alternative method is the use of surface EMG (sEMG) for motion detection. Sensors can be placed on any muscle group, depending on individual training needs. This enables localized detection of muscle contractions, which, in combination with appropriate real-time visualization, can be used as biofeedback for highly specific neurocognitive training. Biofeedback is a method in which unconscious functions of the body are measured and presented to the user visually or acoustically. The goal is to gain better control over these functions [13]. Despite the predicted potential of sEMG for neurorehabilitation training as early as 2020 [14], we identified only few studies that have explored its usability for home neurorehabilitation training for children with CP in conjunction with video gaming [1518]. This underlines the necessity for a newly designed home-training application tailored for CP patients.

The aim of the MightyU project was to develop and evaluate a gamified application that facilitates [1] cost-effective, secure, and engaging home-based training for children and adolescents with CP, [2] area-specific usage contingent on the necessary muscle group, and [3] adaptation based on the specific muscle contraction abilities of each person.

This manuscript reviews on the one hand the development process of the newly designed MightyU application, the feasibility in daily home training setting and the usability for children with CP and their parents and on the other hand the measurability of training effect analyzing the difference between gaming-scores before and after a one-week training period.

Methods

This study was approved by the Ethics Committee of the Faculty of Medicine, Ruhr University Bochum in July 2020 (Reg. No. 20–6881) and was conducted in accordance with the Declaration of Helsinki. Written informed consent was obtained from all participants of the study and their parents or legal guardians.

Participants

Participants were recruited between 28th October 2021 and 30th June 2022. Children and adolescents (aged 6–18 years) who were being treated for CP at the Social Paediatric Centre of the Department of Paediatrics and Adolescent Medicine, Ruhr University Bochum, Germany, were included in the study. All who matched the inclusion criteria were identified from the CP consultation list by the physician and the treating physiotherapist and were offered participation in the study. They were contacted either by telephone or personally at an outpatient appointment. Children classified within Gross Motor Function Classification System (GMFCS) levels I to IV were included in the study. This range represents individuals from those who can walk without limitations (level I) to those with limited self-mobility who may require assistive technology (level IV). This stratification allowed the inclusion of participants with mild to moderately severe motor impairments while excluding those with profound mobility limitations (GMFCS V), as they were unlikely use the game effectively [19]. During the first tests it became obvious that also children and adolescents with a below-average IQ (>50) were able to understand and use the application very well. The inclusion criterion was therefore extended to the condition of being able to understand and answer the questions in the questionnaire.

Exclusion criteria were unwillingness to participate (child or guardian), inability to provide informed consent, or significant language barriers in the family that prevented understanding of instructions or study materials.

MightyU game application

Development process.

Prior to the start, the home-training application MightyU, evolved through interprofessional collaboration, incorporating iterative testing on healthy individuals. This process ensured the application’s foundational structure was robust, adaptable, and user-friendly. Previous to the start of the development process, the project partners conducted a qualitative survey to evaluate the needs and interests of individuals with CP. Decisions regarding game setup, play design and the use of a flying fantasy fox as gaming creature were based on results from survey. The development process followed a structured inter-professional approach, comprising of information technology-engineers, medical doctors, nurses, physiotherapists, and health scientists. Each discipline brought unique insights and expertise. The information technology team focused on creating a user-friendly interface and incorporating sensor technologies to accurately capture and interpret muscle movement. Doctors provided clinical insight into the specific needs and challenges of people with CP and guided the customization of exercises within the game application. Nurses played a critical role in understanding patient compliance and monitoring progress. Engineers were instrumental in the seamless integration of hardware and software components. A series of iteration loops were implemented throughout the development process, with early prototypes tested on healthy individuals. These testing phases allowed continuous refinement of the game application to ensure its safety, efficacy, and usability. Feedback from healthy participants was instrumental in fine-tuning the game application’s parameters and exercises to match the abilities and limitations of people with CP. For further technical information regarding the development process of MightyU refer to Meister and Burmann [20].

The game

Initial interviews were conducted among children and adolescents with CP. The aim was to determine the general interest in a game-based therapy and to find out wishes and ideas about the type and character of the game.

A suitable game setting and story were then designed. It was a game of skill in which a flying mythical creature (player character) collected coins in the sky over a defined period and had to avoid thunderclouds in order not to risk losing coins.

Physicians and physiotherapists were consulted on the implementation of muscle control of the game character. In the end, the team decided to use a sensor (Ultium sensor, Noraxon, USA) attached to the skin over the muscle group to be trained, which measure the intensity of the muscle contraction via sEMG (Fig 1). sEMG adhesive electrode sensor was applied to the respective muscle belly. The Bluetooth transponder was placed directly next to it and connected to the electrode via a cable. sEMG signals were A/D converted at 2000 Hz and band-pass filtered between 10 and 500 Hz. Subsequently, they were rectified and smoothed using a root mean square (RMS) with a 100 ms time window. Finally, the RMS signal was downsampled and transmitted via Bluetooth at 100 Hz. The transponder transmitted the sEMG signals to the game continuously, thus enabling control of the game character. The sampling rate for the game was 32 Hz. The values received in Unity are directly read from the microcontrollers; they were not further processed, only rounded.

Fig 1. sEMG sensor’s location on a forearm (Ultium EMG, Noraxon, USA).

Fig 1

When the muscle contracted, the player character rose from the bottom edge of the screen; when the muscle relaxed, it sank back to the bottom edge of the screen. Depending on the extend of muscle contraction (amplitude of the sEMG signal), the character’s position could be influenced. This approach offers an advantage for home neurorehabilitation training and, to our knowledge, has not yet been used for this purpose.

Muscle selection and sEMG sensor placement.

Muscle group selection was individualized and performed by experienced pediatric physiotherapists. It based on the child’s specific motor deficits and the location of paresis (upper or lower limb). Based on these criteria, one movement was defined that was to be improved individually, e.g., dorsiflexion of the foot or wrist of the affected bodyside. The muscle contraction corresponding to this movement should be present at the beginning so that the game could be controlled and there was a certain chance of success for each child.

The sEMG sensors (Ultium EMG, Noraxon, USA) were placed over predefined anatomical locations corresponding to the selected muscles. Sensor positioning followed SENIAM standard surface EMG application guidelines [21]. It is typically attached at the muscle belly between origin and insertion points to optimize signal quality and reduce cross talk. Sensor placement was confirmed visually and via test contractions prior to gameplay. For the correct use at home, parents and children were given a detailed introduction on how to localize the area where the sensor should be stuck. Some families took photos, others marked the position with a pen. This one fixed position of the sensor was not changed over the week of training.

A brief calibration phase at the beginning of the training session was required to establish each child’s maximum voluntary contraction and resting baseline of the muscle to be trained. This ensured that the character’s reaction was adapted to the individual capacity of the muscle. Additionally, it was ensured that adjustments can be made depending on training progress or changes in the localization of the sEMG sensor. When used for training, the system should be calibrated before each training session to achieve training conditions that are adapted to the child’s daily condition.

The player could choose between 3 levels of difficulty. On the easiest level, the player had to collect as many coins as possible, which appeared in different positions on the screen. There were only few occasional storm clouds as obstacles to avoid. The more coins collected, the faster they flew towards the character. At the medium difficulty level, the intervals between the storm clouds were shorter and there was a thundercloud field consisting of many clouds at different positions on the screen (Fig 2). The highest difficulty level had a ‘grey area’ at the top and bottom of the screen, which could be crossed by the character, but this resulted in the loss of coins. Therefore, children had to avoid maximum relaxation and contraction of the muscles.

Fig 2. Game screen with flying player character and coins to be collected.

Fig 2

Gameplay vision with mythical creature collecting moving objects (coins) and avoiding obstacles (storm clouds). Left upper edge: number of collected coins, right upper edge: time left until level ends in seconds, right lower edge: exit to leave the level.

In addition to the different levels described above for training purposes, there was one standardized level only to be used for study visits to create comparable conditions for all children included in the study. This level lasted 60 seconds, contained 20 coins to be collected, ran on a fixed gameplay speed and included no obstacles.

Web portal.

Each participant’s sEMG data was sent to a password-protected web portal at the end of a game session. The user’s training history (number of training sessions, duration, sEMG maxima and minima and training success by number of coins) could be viewed and monitored under the user’s ID, which was also available as raw data. The portal was designed that each participant could only access their personal training records and results. Therapists could view data of their own patients and study management had full data access but blinded using study ID’s.

Assessment

To assess the feasibility and usability of the MightyU game application, we employed two established questionnaires tailored to the needs of children and adolescents with chronic illnesses, optimizing the evaluation process.

Feasibility.

To measure gaming experience, we used the Gaming Experience Questionnaire (GEQ) [2224] which is one of the most widely used instruments in gaming research. The original GEQ has 42 items. All questions in the test can be divided into 7 subscales covering different components of the gaming experience (challenge, competence, flow, immersion, tension, and positive and negative affect). We chose two questions from the GEQ, and three questions for negative affect, that can be assigned to the six experience dimensions. We did not include any questions from the tension domain (Supporting Material).

For each question there was a scale with 5 response options, from ‘not at all’ to ‘extraordinarily’.

The scores for each component are calculated as the average of the individual questions [25]. Additional items were added to the questions to discuss adverse effects. (“I got dizzy or nauseous, I often didn’t know what to do, I had muscle/joint pain while playing.”)

Usability.

To assess general usability, children and parents were asked three questions from the System Usability Scale (SUS), which is an established method in user research [26,27]. [1] I think I would like to use the system often. [2] I found the system to be unnecessarily complex. [3] I found the system easy to use. It was possible to choose an answer from a scale of five items, from ‘strongly disagree’ to ‘strongly agree’.

Training effect.

Quantification of training effect was assessed by comparing the number of collected coins before and after the one-week training period. sEMG data were reviewed by therapists but are not analyzed in this manuscript.

Study visits procedure

During the first study visit, participants received a comprehensive briefing on the application and its technical aspects.

Following sensor attachment and calibration, participants played a standardized level lasting 60 seconds in a game-naive state, providing consistent baseline measurements. Subsequent supervised training sessions occurred at the clinic, followed by home-based sessions lasting up to 30 minutes, supervised by parents. Participants were able to decide for themselves how often they played during the 7-day period.

The second study visit conducted one week later, involved all participants sharing their experiences, replaying the standardized level, and completing relevant questionnaires.

After the first calibration of the system, no further calibration was performed during the one-week training phase and the second measurement. This served to create comparable examination conditions and thus also to compare the sEMG data before and after training.

Statistical analysis

All numerical variables are presented as mean with standard deviation for the normal distribution, otherwise as median with interquartile range (IQR). The association between numerical parameters was tested for significance using Spearman’s rank correlation test, differences in mean values were tested using the two-sided Mann-Whitney test, and associated parameters were tested for significance using the Wilcoxon test (significance level: p < 0.05). For this exploratory study, in which no hypotheses were tested, no corrections were made for multiple testing [28]. Microsoft Excel (365 Office, USA) and SPSS (Version 29.3, USA) served as the statistical tools for data analysis.

Results

Participants

21 children were contacted for participation, only 2 declined to participate due to following reasons: lack of interest in computer games (N = 1) and intolerance to any type of adhesives, electrodes, or sensors on the body (N = 1).

The final study group consisted of 19 children with considerable diversity in terms of age, physical limitation, and IQ (Table 1). Three children were unable to attend the second visit due to scheduling reasons, while 16 children finished the study and took part in both study visits. Only their data were analyzed to evaluate the game’s efficacy and acceptance. Of these 16 children, 11 were able to walk without aids and 5 used a wheelchair for mobility. Overall, the system was used for one week of home-based training, ranging from 1 to 7 days (mean 3.9 ± 1.8 days). Nine participants (56%) engaged in playing MigthyU using their upper limb, mostly by extending their wrist joint (radiocarpal extension), while seven (44%) used their lower limb by extending their feet or knee joint. Children with CP GMFCS Level IV trained exclusively with the upper extremity, which was less severely impaired, to enable gaming success. Table 2 provides an overview of the participants’ targeted muscle groups and training movements.

Table 1. Participants’ clinical characteristics.

Intention to participate Patients participated
Clinical data n = 19 n = 16
female, n (%) 9 (48) 7 (45)
male, n (%) 10 (52) 9 (55)
age in years, mean 11,2 ± 3 11,1 ± 2,9
age in years, range 6-17 6-16
BMI, mean 17,8 ± 3,9 17,1 ± 2,8
GMFCS, n (%)
 I 7 (36) 7 (45)
 II 6 (32) 4 (25)
 III 3 (16) 2 (13)
 IV 3 (16) 3 (17)
Paresis, n (%)
 hemiparesis 9 (48) 7 (45)
 diparesis 7 (36) 6 (38)
 triparesis 1 (5) 1 (7)
Intelligence quotient
 range 50-95 52-95
 age apropriate (85–115), n (%) 7 (36) 7 (45)
 below average (70–84), n (%) 7 (36) 5 (32)
 mild intellectual disability (50–69), n (%) 5 (27) 4 (25)
Visus, n (%)
 visus reduction 9 (43) 8 (50)
 strabismus convergens 5 (27) 4 (25)
Hearing, n (%)
 no reduction 19 (100) 16 (100)
Other diagnosis, n (%)
 epilepsy 4 (19) 1 (7)
 hypothyreosis 1 (5) 1 (7)
 small growth 2 (10) 2 (13)
Treatment approaches, n (%)
 physiotherapy 16 (85) 13 (82)
 occupational therapy 10 (52) 8 (50)
 speech therapy 5 (27) 4 (25)
 equine-assisted therapy 3 (16) 3 (17)
 early intervention 1 (5) 1 (7)

Patients who intended to participate in the study and those who finally participated.

Table 2. Number of upper and lower extremity muscles examined.

Muscles Movement No. of patients
Upper limb 9
 Biceps brachii Flexion of the forearm 1
 Brachioradialis Flexion of the forearm/ assists supination 2
 Flexor digitorum profundus Flexion of the fingers 3
 Extensor carpi radialis longus Extension of the wrist 1
 Extensor digitorum Extension of the fingers 2
lower limb 7
 Tibialis anterior Dorsiflexion of the foot 5
 Quadriceps femoris Extension of the knee joint 1
 Peroneus longus Eversion oft the foot 1

Target movement and muscle groups were determined by the physiotherapists. Each patient trains only one muscle group/movement.

Feasibility

Children and parents answered the GEQ questions similarly without significant differences. Parent’s reports were made based on their observation.

Both figures displayed very high approval ratings and low negative ratings (Fig 3). No adverse effects were identified over the total study period. No episodes of vertigo, disorientation or nausea during the game (100% of children, 94% of parents answered “Not at all”) were reported. 6% (N = 1) of parents reported that their child had muscle/joint pain while playing. The child did not confirm this in the questionnaire. 86% (N = 13) of children had either “exceptionally” or “very much” fun while playing. Parents reported similar results. Two children reported experiencing less moderate enjoyment. Three children discovered the game to be too arduous, yet the majority classified the game as challenging. The game’s flow, which indicates the degree of engrossment, was deemed moderate as the game evidently did not captivate them to the point of forgetting their environment.

Fig 3. Results from single questions of Game Experience Questionnaire by children and parents.

Fig 3

Stacked bar charts show responses to individual positively and negatively framed items of the GEQ. 16 children and their parents rated each item on a 5-point scale from 0 (“not at all applicable”) to 5 (“extremely applicable”). For positive questions, colors range from dark green (strong agreement) to red (low agreement); for negative questions, the color scheme is reversed.

When grouped by experience dimensions, results were positive while no significant difference between parents and children’s scores was observed (Fig 4). Median positive affect scores were high 3.5 and negative affect scores were low 0.3 among both children and parents, respectively. Median scores for flow 2, 2.5 and challenge 2, 1.3 indicate potential for improvement among both children and parents, respectively (Table 3).

Fig 4. GEQ Questionnaire results by parents and children according to GMFCS I-IV.

Fig 4

Mean scores (bullets) and standard deviations (whiskers) are shown for each experience dimension, rated on a scale from 0 (“not at all applicable”) to 5 (“extremely applicable”). No significant differences between children’s and parents’ answers (p < 0,05).

Table 3. Game Experience Questionnaire results by parents and children.

Immersion Competence Flow Negative affect Positive affect Challenge
Children Median (Q25%; Q75%) 3 (2.1; 3.9) 3 (1.5; 4) 2 (1.5; 2.5) 0.3 (0; 1.4) 3.5 (3; 4) 2 (1; 3)
Parents Median (Q25%; Q75%) 2.5 (2; 3.4) 2.5 (2; 3.5) 2.5 (2; 3) 0.7 (0.1; 1) 3 (3; 4) 1.3 (1.3; 1.7)
Wilcoxon U-test p 0.11 0.98 0.40 0.76 0.32 0.19
correlation coefficient R −0.05 0.203 0.223 0.417 0.33 0.273

Questions grouped by experience dimensions, rated on a scale from 0 (“not at all applicable”) to 5 (“extremely applicable”), median and 25% (Q25) and 75% (Q75) interquartile.

Usability

Children and parents answered the SUS-Survey highly positive. Minor differences between the two groups were not statistically significant (Table 4). Children and parents rated the game with a median of 83.3% and 79.2% of maximum achievable points, respectively (Table 4). Out of the 16 children (13 parents), 14 agreed that the game was easy to use. Only one child found it to be too complex, but still easy to use. 11 children (68%) expressed their desire to use the game more often.

Table 4. System usability scale results.

I think I would like to use the system often. I found the system to be unnecessarily complex. I found the system easy to use. % of maximal feedback points
Children Median (Q25%; Q75%) 4.0 (3.0;5.0) 1.0 (1.0;2.0) 5.0 (4.0; 5.0) 83.3% (75.0; 91.7)
parents median (Q25%; Q75%) 4.5 (3.0; 5.0) 2.0 (1.0; 3.0) 5.0 (4.0; 5.0) 79.2% (66.7; 91,7)
Wilcoxon U-test p 0.72 0.18 0.48
Correlation coefficient R 0.209 0.173 0.668

Responses based on a five-item scale, ranging from 1 (“strongly disagree”) to 5 (‘strongly agree”). The percentage of maximal feedback points reflects the proportion of the most positive potential answers (100%). Values are reported as medians with interquartile ranges (Q25–Q75).

Training effect

During the week of training, almost all participants (68%) improved their performance, largely independently of the starting level. At a mean difference, children improved their total gaming scores between first and second assessment by 20% (Fig 5A). Exceptions were 3 children all with a GMFCS level IV and poor initial scores (Fig 5B, Purple lines).

Fig 5. Individual coin collection scores between first and second assessment.

Fig 5

A: percentage (%) of total achievable points collected per participant. B: stratified by GMFCS level. (GMFCS level I = red, level II = blue, level III = yellow, level IV = purple).

It was observed that the target movements for most children were performed more precisely after training, i.e., in the post-measurement, than in the pre-measurement. This was partly reflected in the sEMG data over time. Fig 6 is an example of one child. Muscle contractions were less excessive and better controlled to reach the coins, which slid across the screen at different heights. Thus, in the pre-measurements, stronger contractions were performed more frequently than necessary. In the post-measurements, the control of force was improved in many cases.

Fig 6. Surface electromyography (sEMG) signals during standardized gameplay before and after training.

Fig 6

Example of a participant’s sEMG (μV per second) recordings from biceps brachii over 60 seconds of gameplay (orange = pre-training, green = post-training (after one week).

Discussion

The MightyU application was developed with the aim of providing a game that is fun to play, easy to use and both highly applicable and accessible for neurorehabilitative home training of children with CP. Training motivation, frequency and the proportion of self-training should be improved. The aim is to strengthen autonomy by maintaining and possibly even improving mobility. Four key findings were achieved with this pilot study. [1] The application was successfully developed based on a novel approach of recording the user’s muscle potentials and kinematic data using a body worn sEMG sensor. The sensors detect the intensity of muscle activation, which in turn determines the extent of the character’s movement. [2] The training application met with great interest among children and adolescents with CP. Only 2 of the 21 patients refused to participate. Feasibility analysis and gaming experience from the GEQ questionnaire of the MightyU application were positive. All participants voluntarily used the technology in a home setting several times during the training week without any adverse effects. [3] The usability of the system was also rated as good by 69% of parents and 75% of children and young people in the questionnaire. [4] A brief assessment of the measurability of the training effect showed an overall improvement in coin collection performance in 80% of the patients.

Virtual reality/ video gaming applications have been shown to be a potent tool for neurorehabilitative therapy. While several methods can be used to introduce gamification into therapeutic processes, including robotics-based systems, e.g., exoskeletons, controlling via balance boards, or motion capture via cameras, market-available devices are oftentimes primarily designed and calibrated for adults [29].

In their reviews Burin-Chu et al. and Kilcioglu et al. and found positive efficacy of commercially available VR tools for children with CP [8,10]. Similar positive results were identified in a review by Chen et al. [11]. However, the sizes of the included studies appear limited with only two of the 19 RCTs contained more than 20 individuals. When analyzing the training range of these market available devices, usability is limited to a broad training focus, such as training of the entire lower or upper extremity [3033]. Such equipment does not allow for individualized training based on specific motor deficits, nor does it ensure home use due to limited availability and often high cost.

Interestingly, Chen et al. included in their review the results of a study analyzing the effectiveness of a special engineer-built training device. It showed a significantly larger training effect size, compared to other commercially available tools [11]. These findings are consistent with challenge point theory, which states that optimal task learning conditions require highly specific task training, such as that provided by engineer-built training applications [34].

This statement is even more important when considering the heterogeneous group of CP patients. This particular group of children presents some additional challenges that need to be considered for successful neurorehabilitative training. Movement impairments such as paresis and spasticity, neurological limitations and cognitive impairments can occur individually or in combination and to varying degrees. Therefore, individualization of training goals and localized muscle groups is required. Avoidance of distraction or fatigue during play is necessary. The game setting must be easy to use and yet fun to play to maintain the motivation for therapy over a longer period of time. Finally, parents need to be enthusiastic about the technology as it requires them to be constantly present and involved in their children’s therapy.

These specific requirements can only be met to a limited extent by the commercial tools available on the market, indicating the need for a more individualized approach.

In contrast to the previously mentioned approaches using commercial video gaming tools, the combination of video game with a specially developed sEMG technology [18] allows direct detection of even smallest muscle activations. Sensors can be placed freely based on individual deficits, enabling the most specific neurocognitive training. While Campanini et al. in 2020 formulated the great potential of sEMG for neurorehabilitation training [14], few studies have evaluated its usability in combination with video games in CP patients. We identified only two studies that evaluated the feasibility of sensor-based video training for neurorehabilitation:

Ona et al. conducted a feasibility analysis of a wrist-worn sEMG device in multiple sclerosis. VR-based training was performed over a period of 8 weeks, and although not statistically significant, clinical improvement in hand grip strength was demonstrated [35].

MacIntosh et al. conducted a feasibility analysis of a non-blinded study. 18 children with CP were enrolled. During the study period of 4 weeks, the training was done at home. While no adverse effects were reported, the study showed a moderate positive effect on measures of body function such as wrist extension and grip strength [17]. Both studies used a “MYO armband” for sEMG recording allowing home-training.

What made the MightyU project different from previous studies using standard commercial products was that both the technology and the game itself were newly developed and tailored to the needs of the target group. While the MYO armband’s motion detection is limited to the execution of wrist gestures, the sensors used in our project allowed the intensity of muscle contraction to be quantified.

The requirements for the new applications were clearly defined before starting the development process to enable: [1] isolated induction of agonistic and antagonistic muscles to simulate physiotherapeutic training; [2] allow individual placement of sensors for muscle group specific contraction training; [3] allow individual adjustment of muscle contraction intensity during training based on direct feedback from sensors.

From the beginning of the project, a multidisciplinary team consisting of affected children, parents, nurses, physiotherapists, engineers, and doctors was involved in the planning, development and optimization of the game application.

Despite a heterogenous group with varying levels of GMFCS and locations of the paresis, participation rate remained high (16/19, Table 1) across study group (Fig. 5). No adverse effects were identified over the total study period. Positive results from GEQ and absence of adverse effects indicate feasibility for home training among the highly specific study group. These findings highly correlate with previous studies using sEMG for neurorehabilitation training [17,35].

Usability and enjoyment ranked highly positive with over 68% of tested children expressing their desire to use the game more often. While different feedback scales were used, MacIntosh at al. too, identified high satisfaction, motivation, and interaction over full study period [17]. Ona et al. used Client satisfaction questionnaire (CSQ-8), where median satisfaction of 80.35 ± 10.93 out of 100 points was even slightly higher when compared to our results [35].

In our study, game scores did not significantly improve between training days, but the overall training effect was positive (Fig 5). Interestingly, these observations are also consistent with the previously mentioned literature. While both studies presented did not find a significant improvement in gaming skills, the overall difference between pre- and post-intervention scores was positive [17,35]. Similar results were found in our study. Here, the subgroup analysis suggests that overall positive training effects can be observed for GMFCS levels I-III. The only exception were severely affected children with CP (GMFCS levels IV and V), for whom no improvement in playing ability was observed. The form of therapy may not be optimal for this classification. Even the lowest speed level of the coins still seems to be too fast to initiate the movement. However, our analysis of training effects is based on preliminary results with a small number of participants and would need to be verified in a larger study.

There are various rehabilitation games and programs, many of which are only available in clinics. The designed MightyU application allows a patient-centred approach to home practice by increasing autonomy and improving the availability of training time. As a positive side-effect, this could support parents during play time. During our study, parents were required to continuously observe the children. In the future, it is conceivable that children will use the training application without parental supervision.

The exact extent to which improvement in game scores correlates with improvement in muscle, mobility and patient autonomy remains to be determined. In addition, analysis of the videographic scores allows precise detection of changes in mobility, providing insight into the effectiveness of MightyU training. Analysis of angular acceleration during movement provides detailed insight into dynamic motor function improvements. Assessment of baseline muscle tension before training, together with assessment of maximal muscle strength, provides valuable data on neuromuscular adaptations. Further elaboration of these analyses will be provided in subsequent papers.

A major challenge is the heterogeneous target group of children with CP. However, we interpret the heterogeneity of the subjects in our pilot study as positive, as a large spectrum of CP disease is represented and analyzed.

The present study has some limitations that should be considered when interpreting the results. Firstly, the number of cases in this study is small. However, the numbers are comparable to other studies in this population [11]. To strengthen the validity and generalizability of the results obtained, it would be necessary to replicate them in a larger collective. In addition, the study duration was only one week (1–7 days; mean 3.9 ± 1.8 days). However, a noticeable training effect on the muscles or mobility is not to be expected after such a short training session.

The MightyU application allows for customization of game requirements and difficulty levels. During the feasibility study, customization was omitted to gain a first understanding of the different skill levels. As a result, four subjects collected more than 70% of the maximum possible coins in the first evaluation, leaving limited room for improvement. Future game design should allow for a more defined adjustment of game difficulty and more game levels with varying degrees of difficulty to challenge players who are successful right from the start. All three subjects with GMFCS level IV showed no improvement in the more detailed assessment or support group. It is possible that a longer period of training may be required in this more severely impaired group to improve gaming skills.

Further research is needed to determine whether a longer training interval results in a stronger training effect and whether participants’ motivation can be maintained over a longer period. Future studies should collect this information to allow a more comprehensive assessment of training intensity and frequency.

Conclusion

MightyU application, which combines sEMG with a specially designed gamified application, can be a motivating, valuable and low-cost tool for training at home among the special group of children with CP. Both, children and parents endorsed the device, and no adverse effects were reported. This indicates high feasibility and good usability. The initial results of the training are promising and suggest that repeated training improves overall performance in the game. Further investigations should be performed over a long study-period with a larger study group. It remains to be analyzed whether improved in-game-results correlate to improved motor skills or which functional changes to the Mighty-U application are required.

Supporting information

S1 Table. Children’s questionnaire.

(PDF)

pone.0339704.s001.pdf (182.5KB, pdf)
S2 Table. Parent’s questionnaire.

(PDF)

pone.0339704.s002.pdf (165.9KB, pdf)

Acknowledgments

The authors thank all participants and their families for supporting this study.

Data Availability

All relevant data are within the manuscript and its Supporting Information files.

Funding Statement

This study has been funded by the Federal Ministry of Education and Research (Bundesministerium für Bildung und Forschung [BMBF], trial registration 13GW0299D). The project consisted of different work packages, including personnel and material costs. Clinical scientific work packages: TL and LE. Technological and development work packages: AB, RvG, PK, TI, BK, PF and MP. Beside this there have been no involvement into the study. The funders had no role in study design, data collection and analysis, decision to publish, or preparation of the manuscript.

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Decision Letter 0

Mshari Alghadier

12 Mar 2025

Dear Dr. Eitner,

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Reviewers' comments:

Reviewer's Responses to Questions

Comments to the Author

1. Is the manuscript technically sound, and do the data support the conclusions?

Reviewer #1: Yes

Reviewer #2: Yes

Reviewer #3: Partly

Reviewer #4: No

Reviewer #5: Yes

Reviewer #6: No

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**********

Reviewer #1: Thank you for your work and an interesting study. Gamification use in paediatric therapy is a really interesting and growing area, and this is interesting how it combines the value of biodfeedback too. well done. i am excited about the concept and the potential future application, though perhaps some edits are needed to strengthen this work (particularily for any rehabilitation therapists who would be reading this).

Abstract

- edit phrasing to be "children with CP"

- remove the word "only" before refused.

Introduction

- would it be worth adding some comment on this being a form of biofeedback (and what it known about biodfeedback)? Around line 63 it might be relevant to mention biofeedback here.

-line 89: should the phrasing be "prior to the start"

Methods

note that GMFCS levels use roman numerals (I-V)

How did you decide on which muscles to put the sensors on for each person (i.e. how did the physiotherapists decide on this)? Where the sensors placed across all of the muscle sites lists or were they targeted to the child? How did you ensure that the participants places the sensors on the correct locations at home? some of these muscles can be quite small, even more so on kids with CP- how do you avoid cross talk?

Results

line 211 "21 childen were contacted"

Do you have data on how long they used the system each time (minutes?), then also some sort of indication on the number of repititions they might have made in a particular movement/contraction? This would greatly strengthen this work.

Is there any option to also include some of the EMG or kinematic data within this manuscript? and how did it relate to the muscles that were needing to be targeted (e.g. in some cases it is not the muscle that we are aiming to recruit that is used to complete a task).

line 220: Is 'hand joint' meaning wrist joint? and is it ankle joint for feet? (knee extension and ankle dorsi flexion?)

You may want to check the formating of your tables so thaey are consistent (i.e. capital letters for Clinical data, Paresis etc).

It is hard to work out how many participants had one or more sensors on them, or what combination of muscles they had tested at time, could this be explained (maybe table 2 could have more explanation?)

line 234: 'episodes of dizziness"?

line 236: how did the parent report the muscle pain but not the child? Perhaps within this section it might be helpful to keep referring to the child- participants as children (not patients) and the parent (participants) as parents.

usability- removed the comma after 'Both'

Discussion

There is a flip back and forth between using CP and cerebral palsy.

line 306: extra space before the full stop

It feels like this is getting a little away from the application (and principles) of rehabilitation. Yes - specific task training is needed, and it generally applies to functional tasks based on the child’s therapy goals, that also need to active (not passive) – which is where the emg biofeedback approach is a positive step. "Engineer build training applications" could be misinterpreted here as being the solution.

Cost of other systems is mentioned as prohibitive, what would the approximate cost be of this system?

Can the game within the system be modified to suit children with higher GMFCS levels? These are the children who could likley benefit the most.

How does this approach minimise fatigue?

It might be important to comment that future work would be needed to evaluate if there are any functional changes with this tool.

Reviewer #2: Thank you for giving me the opportunity to review the manuscript - Mighty U – A portable sensor-based video game application for exercise training of children and adolescents with cerebral palsy.

Very interesting concept and very well-done study, though limited by the size of the sample. Never the less I hope it would pave way for larger studies. I recommend the publishing of the manuscript.

Reviewer #3: This study explores the effectiveness and feasibility of a virtual reality application called *MightyU*, designed for home-based neuro-rehabilitation of children with cerebral palsy (CP). The application uses an electromyographic (EMG) sensor to monitor the muscular movements and motor capabilities of the children, providing an interactive gaming experience that stimulates both fine and gross motor training.

ABSTRACT

Lines 8-9: Could you clarify what you mean by "kinematic electromyography"? Are you referring exclusively to surface EMG?

Line 24: Please provide the SUS score.

INTRODUCTION

Line 30: Replace "Infantile Cerebral Palsy" with "Cerebral Palsy (CP)".

Line 31: Replace "affected individuals" with "individuals with CP".

Line 34: Replace "affected children" with "children with CP".

Line 54: Replace "cerebral palsy" with "CP".

Line 60: Add a space before reference (10).

Line 61: Replace "sensor-based surface EMG technology" with "surface EMG".

Line 67: Replace "underscore" with "underline" (?)

Line 68: Replace "CP patients" with "children with CP".

Lines 73-78: Rephrase and avoid the numbered list. Try to combine the points into a coherent sentence.

Line 78: Clarify the studies referenced (14-17).

METHODS

Line 82: Replace "subjects" with "participants".

Line 87: Italicize "MightyU" and remove the quotation marks.

Lines 93-94: Remove the brackets around "information technology".

Line 95: Spell out the acronym "IT" as "information technology".

Line 100: Provide a more detailed description of the movements and which muscles were targeted.

Line 101: Specify the anatomical points where sensors were placed.

Line 107: Replace "cerebral palsy" with "CP".

Line 108: Remove the phrase "a recent work by".

Line 110: Clarify how the surveys were distributed and structured.

Line 117: Remove the word "special".

Line 118: Specify the type of muscles or muscle groups targeted.

Line 122: Clarify what you mean by "degree of muscle tension"—is it referring to the amplitude of the EMG signal?

Line 123: Explain the calibration procedure or provide a reference for it.

Line 129: Clarify what criteria were used to add an obstacle and how many more obstacles were quantified.

Line 132: Specify which muscles were involved and explain how you determined if the maximum contraction was performed by the child.

Line 142: Specify all the data collected in the training history (e.g., number of sessions, duration, etc.).

Line 147: Add references for the questionnaires used.

Line 161: Cite the supplementary materials.

Line 174: Move the "Subjects" paragraph (renaming it "Participants") before the section "MightyU Game Application".

Line 178: Replace "patients" with "children".

Line 182: Clarify GMFCS Levels 1-4 and explain how they were used in the study.

Line 187: Clarify the exclusion criteria.

Line 189: Rename the paragraph to "Timing of Acquisition" and remove the reference to "measurement procedure".

Lines 201-208: Specify which types of variables were analyzed and clarify which variables were measured in the study.

RESULTS

Line 210: Delete "subjects" and use "participants".

Line 238: Rephrase "N = 3 children" as "3 children".

Lines 249-254: The quartiles are not indicated in the results.

Line 269: Delete "(N=1)"—it is clear in the text.

Line 279: Rephrase "independent of the starting level" to "independently of the starting level".

DISCUSSION

Line 293: Clarify the use of "surface EMG sensor".

Line 294: Use "muscle activation" instead of "muscle contraction".

Avoid numbered lists; try to rephrase the points in narrative form.

Line 313: Delete "N=" and replace "subjects" with "individuals".

Line 336: Rephrase "sensor-based surface EMG (sEMG) technology".

Line 347: Delete "N=".

Lines 356-357: "Allowed the intensity of muscle contraction to be quantified"—How was this quantified? Please clarify the methodology.

Line 363: Replace "affected" with "children with CP".

Line 366: Remove the paragraph name "Interpretation".

Line 386: Replace "level of disability" with "classification level".

Explain the limitations of the study and the potential for future developments more clearly.

CONCLUSION

Avoid using "patients"; replace with "children" or a suitable synonym.

TABLES

Table 2: Use the same font throughout the table.

Table 1 Caption: "Participants' Clinical Characteristics".

Refer to Table 2 in the text when mentioning "muscles".

FIGURES

Figure 2: Add the statistical analysis performed to the figure.

Figure 4: Replace "GMFC score" with "GMFCS level" and add a legend explaining the colors.

GENERAL CONSIDERATIONS

Revise the "Methods" section to use a more scientific tone.

Provide the results with the respective statistical analyses.

Clarify the type of variables used to control the game—only EMG amplitude?

Some points could benefit from rephrasing to improve clarity.

Add a photo of the experimental set up.

Reviewer #4: Lynn Eitner and the group took the most trending virtual reality approach to develop a gamming concept as a therapeutic or rehabilitatory tool for cerebral palsy patients. To edge their virtual gaming competitive market, the authors combined sensor-based surface EMG technology as the human operating control for the video game, which can detect and record small muscle contractions over time. This gave the authors to tailor the game specifically for patient needs or disability, targeting muscle of interest which made the tool versatile. I really appreciate their thought process, and the authors conceptually contributed towards the merit of personalized therapeutic research.

Here I would like to address a few important areas of my concern and highlighting the scope of improvement for the authors.

Overall concerns:

1.The authors designed their manuscript around the virtual reality game, its development, tailoring to the patient needs, surveys, etc, but the aim of the article suggests ‘… exercise training of the children and adolescents with cerebral palsy’. They failed to mention any information regarding how their device or game improved the scientific or theoretical knowledge of treatment or therapeutic/rehabilitatory observations of their patient under study.

2.The game includes the sensors of EMG, that could have been their main focused since it was the bridge between virtual game development and scientific advancement in neuro-therapeutic field. There was no data provided in the current form of this article in this regard. In the discussion section authors promised to provide that in their future publications. I think it would be good to combine their present and future goals together to establish a story with good scientific merit.

Concerns related to the current form of the article:

1.In the introduction, authors mentioned modification in the MightyU project (Page 5 line 69): Is the program upgradable? Meaning, is it possible to modify or adjust the difficulty level of the game in accordance with patients’ impairments and/or improvement? More justification would be appreciated for the readers.

2.Method section (page 6 line 80) suggests that the project has been approved by the ethics committee in 2020. The obvious question comes, why has there not been any follow up study conducted?

3.The game development section (Page 7 line 113) described the game. What is unique about the logic/algorithm of the game which makes this development unique and tailored to the patient as compared to their competitors’ product? Little more description would be helpful for the reader to understand the rational.

4.The section also talks about the use of EMG in the playing process and gaming score. The patient needs to contract or relax their muscles to keep the virtual player floating on the screen during the game. Can authors comment on whether the recording from EMG data pattern and the gaming score comparable? It would be helpful to directly relate their gamification process with therapeutic progress.

5.Measurement procedure (Page 10 line 190): Was the EMG data collected during the training, practice or trail sessions being used in medical research in any form? Was the data evaluated by the patient’s therapist? Detailed description of whether or how that data has been processed will give the article a justification for developing muscle targeted gamming device for CP patients.

6.Figure 3 required more explanation why the GEQ rating of healthy parents and children with CP are almost identical in terms of competence and challenge parameters.

7.Figure 4: The comparative line graphs show almost 70% cases where the GMFC score improved from 1st to 2nd assessment. Based on the gaming logic explained in this article, neurologically that graph implies strengthening of muscle or improvement on controlling muscle contraction/relaxation. These are very important parameters for CP therapeutic aspect. The question raises why this result has not been correlated with EMG data collected during the assessments?

Reviewer #5:  Thank you for this submission. This is an interesting study and the MightyU seems like a valuable addition to a home exercise program.

*While the study appears to be sound, the language is sometimes unclear, making it difficult to follow. I advise the authors work with a writing coach or copyeditor to improve the flow and readability of the text.

*I would recommend no beginning sentences with "N=XX" and use percentages and not 2/3 (line 304) when appropriate. This was noted only toward the end of the paper.

*The description for the GMFCS level 4 participants in Figure 4 is listed as purple and violet. It would be best to pick on color descriptor (purple).

*I would not call the MightyU a VR program. It is a game, but not virtual reality based on your description.

*It would be interesting to see if the participants demonstrated increased contraction strength as a result of their use of the device. Is this information available or will this be a future study?

*How often should this be re-calibrated during their use of the product? If I understand correctly, the device is calibrated to the participant once when treatment is initiated and then was not re-calibrated during the one-week trial.

Reviewer #6: Overall summary

This non-randomised, non-controlled experimental study measures the feasibility, acceptance, and intrinsic effectiveness (improvement of the same performance which is trained) of a novel rehabilitation videogame. The main strength of the study is the type of sensorisation which is employed, i.e. surface EMG. In fact, most human-machine interfaces are based on kinematic signals provided by motion-capture systems, whereas electromyography is seldom used. Another strong point is that different, disorder-specific muscles were targeted on the basis of physiotherapists' advice. Major weaknesses are: the game is very simple and looks rather repetitive, no measures of clinical effectiveness were taken, no control sample was recruited, the clinical sample is small and very diverse as far as functional impairment, topography of motor disorder, and intellectual disabilities are concerned. For these reasons, I consider it of poor scientific quality, though original and interesting for rehabilitation practice. I am thus in favour of its rejection.

Answers to review questions

1) The manuscript isn't very sound because it doesn't fully decribe nor explain the experimental setup. Moreover, it doesn't include any clinical outcome measure nor controls of any sort. No hypotheses are made and therefore data can neither support nor reject the hypotheses.

2) Statistical analysis is virtually absent, since data are only descriptive. Some analysis has been carried out, but no conclusions can be drawn.

3) I couldn't find the full clinical description of cases, nor the association between clinical pictures (type, distribution of motor disorders) and experimental conditions.

4) The manuscript is written in standard English, but it hasn't been revised.

Details by section

Introduction

Page 5, line 65. Please explicit the advantages of sEMG compared with other sensors for exergames.

Page 5, line 78. Please add the expected results of your study.

Methods

Page 7, line 117. What is special about the sensors?

Page 7, line 120. Setup specifications are not clear enough. Please add technical data such as latency and measurement errors. Please specify how many sensors were used and in which configuration. Cross-talk issues? Latency issues? Was the bluetooth connection for each sensor or were sensors cabled to a single transmitter?

By the way, does each child use always the same muscle(s) for gearing the game? Does each child use one or more muscles at a time? Is game duration always the same or does it change according to levels? Procedure requires clarification.

Page 7, line 122. Define 'muscle tension': which signal measure was used and how? Error? Page 7, line 123. Explain the calibration procedure.

Page 9, line 170. How did you normalise the measure 'number of coins' across different levels, game durations (if variable), and muscles tested? Why didn't you investigate any clinical outcome measure, such as muscle strength, endurance, gross-motor function, attention, QoL?

Results

Page 12, line 220. Which 'hand joint' do you mean exactly, the radio-carpal joint? What does 'stretching their feet' mean, maybe plantar flexion? What CP type (topography and type of motor disorder) was matched with what muscles? Clinical characterisation is very poor.

Discussion

I expected to gain more insight into the pros and contras of this particular methodology in comparison with other 1) types of exergame, 2) types of sensorisation, 3) training methods. I haven't found much of the sort.

Page 20, line 336. Unfinished sentence.

**********

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Reviewer #1: No

Reviewer #2: No

Reviewer #3: No

Reviewer #4: Yes: Srikanya Kundu

Reviewer #5: No

Reviewer #6: No

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Attachment

Submitted filename: Letter to the Editor for PLOS ONE_PONE-D-24-54773.docx

pone.0339704.s003.docx (17.7KB, docx)
PLoS One. 2026 Feb 4;21(2):e0339704. doi: 10.1371/journal.pone.0339704.r002

Author response to Decision Letter 1


15 Sep 2025

(Content below is also included in cover letter attached to revised manuscript)

Reply to reviewers

Reviewer #1:

Introduction

Would it be worth adding some comment on this being a form of biofeedback (and what it known about biodfeedback)? Around line 63 it might be relevant to mention biofeedback here.

Author’s reply:

Thank you for the idea of making the very useful connection to biofeedback. We will now explain this method, provide an insight into how biofeedback is used in the neurorehabilitation of children, and establish a connection to our training device. (page 5, lines 65-71)

Methods

How did you decide on which muscles to put the sensors on for each person (i.e. how did the physiotherapists decide on this)? Where the sensors placed across all of the muscle sites lists or were they targeted to the child? How did you ensure that the participants places the sensors on the correct locations at home? some of these muscles can be quite small, even more so on kids with CP- how do you avoid cross talk?

It is hard to work out how many participants had one or more sensors on them, or what combination of muscles they had tested at time, could this be explained (maybe table 2 could have more explanation?)

Author’s reply:

This feedback is also very helpful. We have now added a subsection entitled "Muscle selection and sEMG sensor placement" to the methods section to describe these points in more detail. (page 10)

Results

Do you have data on how long they used the system each time (minutes?), then also some sort of indication on the number of repetitions they might have made in a particular movement/contraction? This would greatly strengthen this work.

Author’s reply:

We added how many days the children used the system for training at home. Unfortunately, exact minute details cannot currently be extracted.

Is there any option to also include some of the EMG or kinematic data within this manuscript? and how did it relate to the muscles that were needing to be targeted (e.g. in some cases it is not the muscle that we are aiming to recruit that is used to complete a task).

Author’s reply:

Three reviewers suggest including sEMG data in this manuscript (see below). Our original plan was to focus solely on the feasibility and usability of the new video game application in this publication. The motion analyses, which, in addition to sEMG data, also include kinematic data from marker-based videogrammetry (2D) and a measurement using an inertial sensor system (IMU) (3D), were intended to be the subject of a subsequent publication. We have now decided to include the topic of sEMG in this publication as an example (see figure 5).

Discussion

It feels like this is getting a little away from the application (and principles) of rehabilitation. Yes - specific task training is needed, and it generally applies to functional tasks based on the child’s therapy goals, that also need to active (not passive) – which is where the emg biofeedback approach is a positive step. "Engineer build training applications" could be misinterpreted here as being the solution.

Author’s reply:

Thank you for this important comment. We certainly don't want the video game to be misunderstood as a replacement for all conventional and proven therapy options. It is simply intended to be a child-friendly and motivating addition to everyday therapy. We have clarified the relevant passages.

Can the game within the system be modified to suit children with higher GMFCS levels? These are the children who could likely benefit the most.

Author’s reply:

This option is desirable for further development of the system. For the initial test runs, we needed a system that is as broadly applicable as possible, so that the largest possible patient group can try out the application and adequately evaluate it.

It might be important to comment that future work would be needed to evaluate if there are any functional changes with this tool.

Author’s reply:

Thank you for this idea, we added this hint to the conclusions.

Reviewer #3:

ABSTRACT

Lines 8-9: Could you clarify what you mean by "kinematic electromyography"? Are you referring exclusively to surface EMG?

Author’s reply:

We agree with the reviewer that the term is misleading. Therefore, we have removed it from the text passage and defined it as follows: “A surface electromyography sensor detects muscle activation, which is translated into in-game actions. In this way, targeted muscle activity is used to collect coins during gameplay.” (page 2, lines 8ff)

METHODS

Provide a more detailed description of the movements and which muscles were targeted. Specify the anatomical points where sensors were placed. Specify the type of muscles or muscle groups targeted.

Line 132: Specify which muscles were involved and explain how you determined if the maximum contraction was performed by the child.

Author’s reply:

Thank you for feedback. We added in the section methods additional information concerning selected muscles and positions sensors applied and the target movement in table 2.

Explain the calibration procedure or provide a reference for it.

Author’s reply:

We appreciate your input and enhance the explanation in the method section with additional definition on sensor calibration procedure for the individual patients. (page 10, lines 169ff)

Clarify what criteria were used to add an obstacle and how many more obstacles were quantified.

Author’s reply:

Thanks for your raising this topic. We added additional information on the same standardized level all included patients played during the study visits. This level did not have any obstacles included. (page 11, lines 184ff)

Specify which types of variables were analyzed and clarify which variables were measured in the study.

Author’s reply:

Thanks for your feedback and input. In this first manuscript we are only reviewing the feasibility and usability of the new training assessment. As measuring tool a survey has been used among the children and parents. We now explain the statistical procedures in more detail in the results section. (pages 15ff)

DISCUSSION

Lines 356-357: "Allowed the intensity of muscle contraction to be quantified"—How was this quantified? Please clarify the methodology.

Author’s reply:

Thanks for your comment. The intensity of contraction can be monitored during the gameplay by reviewing the movement of the character in the game. Compare explanations on biofeedback in the introduction. (page 5, lines 62ff and page 9, lines 148ff)

Explain the limitations of the study and the potential for future developments more clearly.

Author’s reply:

We appreciate your feedback. Limitations, improvement need and further development potentials in different areas have been stated in the discussion section.

FIGURES

Figure 2: Add the statistical analysis performed to the figure.

Author’s reply:

Thanks for your feedback, we have added percentages of the positive and negative answers to get an overview about the frequency. Explanations to the figures are indicated under Feasibility. (see figure 3)

GENERAL CONSIDERATIONS

Revise the "Methods" section to use a more scientific tone. Some points could benefit from rephrasing to improve clarity.

Author’s reply:

Several sections have been updated accordingly.

Provide the results with the respective statistical analyses.

Author’s reply:

Statistical analyses have been added.

Clarify the type of variables used to control the game—only EMG amplitude?

Author’s reply:

This is correct, only EMG sensor has been used.

Add a photo of the experimental set up.

Author’s reply:

We added a photo of the EEG-sensor located on a child’s forearm. (see Fig.1)

Reviewer #4:

1.The authors failed to mention any information regarding how their device or game improved the scientific or theoretical knowledge of treatment or therapeutic/rehabilitatory observations of their patient under study.

Author’s reply:

We can agree with this objection. The patients only tested the training tool at home for one week, and the initial aim of this intervention was to test its usability and feasibility. The next step is to assess its therapeutic benefit. However, we are, of course, aware that the intervention phase will need to last significantly longer. It is part of a further study.

2.The game includes the sensors of EMG, that could have been their main focused since it was the bridge between virtual game development and scientific advancement in neuro-therapeutic field. There was no data provided in the current form of this article in this regard. In the discussion section authors promised to provide that in their future publications. I think it would be good to combine their present and future goals together to establish a story with good scientific merit.

Author’s reply:

Same topic raised by other reviewer 1. Compare above.

Concerns related to the current form of the article:

1. In the introduction, authors mentioned modification in the MightyU project (Page 5 line 69): Is the program upgradable? Meaning, is it possible to modify or adjust the difficulty level of the game in accordance with patients’ impairments and/or improvement? More justification would be appreciated for the readers.

Author’s reply:

Same topic raised by other reviewer. Compare above

2. Method section (page 6 line 80) suggests that the project has been approved by the ethics committee in 2020. The obvious question comes, why has there not been any follow up study conducted? --?! :D

Author’s reply:

Thanks for your feedback. There has been a lot of interest in a follow up study from various parties. Planning activities are ongoing.

3. The game development section (Page 7 line 113) described the game. What is unique about the logic/algorithm of the game which makes this development unique and tailored to the patient as compared to their competitors’ product? Little more description would be helpful for the reader to understand the rational.

Author’s reply:

Thank you for this comment. We added this information in the introduction. (page 5, lines 61ff)

4. The section also talks about the use of EMG in the playing process and gaming score. The patient needs to contract or relax their muscles to keep the virtual player floating on the screen during the game. Can authors comment on whether the recording from EMG data pattern and the gaming score comparable? It would be helpful to directly relate their gamification process with therapeutic progress.

Author’s reply:

We have included an example to illustrate the EMG analysis, which several reviewers requested. See Figure 6 and comments page 20, lines 341ff.

5. Measurement procedure (Page 10 line 190): Was the EMG data collected during the training, practice or trail sessions being used in medical research in any form? Was the data evaluated by the patient’s therapist? Detailed description of whether or how that data has been processed will give the article a justification for developing muscle targeted gaming device for CP patients. (line 205)

Author’s reply:

See question above. The next step is to assess the advices therapeutic benefit.

6.Figure 3 required more explanation why the GEQ rating of healthy parents and children with CP are almost identical in terms of competence and challenge parameters.

Author’s reply:

Thank you for your feedback. Further explanations have been added to the manuscript. Parents' responses are based on observations while their children were using the game application. (page 17, line 293)

7.Figure 4: The comparative line graphs show almost 70% cases where the GMFC score improved from 1st to 2nd assessment. Based on the gaming logic explained in this article, neurologically that graph implies strengthening of muscle or improvement on controlling muscle contraction/relaxation. These are very important parameters for CP therapeutic aspect. The question raises why this result has not been correlated with EMG data collected during the assessments?

Author’s reply:

Three reviewers suggest including sEMG data in this manuscript (see above). Our original plan was to focus solely on the feasibility and usability of the new video game application in this publication. The motion analyses, which, in addition to sEMG data, also include kinematic data from marker-based videogrammetry (2D) and a measurement using an inertial sensor system (IMU) (3D), were intended to be the subject of a subsequent publication. We have now decided to include the topic of sEMG in this publication as an example (see figure 6).

Reviewer #5:

Thank you for this submission. This is an interesting study and the MightyU seems like a valuable addition to a home exercise program.

*While the study appears to be sound, the language is sometimes unclear, making it difficult to follow. I advise the authors work with a writing coach or copyeditor to improve the flow and readability of the text.

Author’s reply:

We appreciate your feedback. Several passages of the manuscript have been updated to simplify and be more sound on the argumentation structure.

*I would not call the MightyU a VR program. It is a game, but not virtual reality based on your description.

Author’s reply:

Thanks for the very valuable comment. It has been corrected.

*It would be interesting to see if the participants demonstrated increased contraction strength as a result of their use of the device. Is this information available or will this be a future study?

Author’s reply:

Children only used the Game for a rather short duration of one week, therefore we did not intend to review improvement contraction strength. For a future study this investigation will be in scope.

*How often should this be re-calibrated during their use of the product? If I understand correctly, the device is calibrated to the participant once when treatment is initiated and then was not re-calibrated during the one-week trial.

Author’s reply:

Thanks for your feedback. Additional information on the calibration procedure has been added to clarify this point. (page 10, lines 170ff)

Reviewer #6: Overall summary

1) The manuscript isn't very sound because it doesn't fully decribe nor explain the experimental setup. Moreover, it doesn't include any clinical outcome measure nor controls of any sort. No hypotheses are made and therefore data can neither support nor reject the hypotheses.

Author’s reply:

We thank you for your review of the manuscript. The methodology was significantly expanded and clarified during the revision. The initial evaluation focused on assessing the feasibility and usability of the novel game application. For this purpose, questionnaires were conducted with children and their observing parents. Therefore, the assessment of the actual target group—children with cerebral palsy—was of interest, so no control group was planned in this first step.

2) Statistical analysis is virtually absent, since data are only descriptive. Some analysis has been carried out, but no conclusions can be drawn.

Author’s reply:

On this point, we do not entirely agree with the reviewer. Of course, with a sample size of 21 children (17 fully completed questionnaires), a comprehensive statistical analysis is not possible, but a descriptive evaluation. Nevertheless, this is a common method for generating results that also allow first conclusions and summaries.

3) I couldn't find the full clinical description of cases, nor the association between clinical pictures (type, distribution of motor disorders) and experimental conditions.

What CP type (topography and type of motor disorder) was matched with what muscles? Clinical characterisation is very poor.

Author’s reply:

We thank you for rising this issue. Clinical characterizations of the patient group have been added (Table 1), and the methods now explain in more detail the criteria used to select the target movements and muscle groups.

4) The manuscript is written in standard English, but it hasn't been revised.

Author’s reply:

Thank you for your feedback. Many passages has been revised.

Methods

Page 7, line 117. What is special about the sensors?

Author’s reply:

We added information about the sensors under the section “the

Attachment

Submitted filename: Reply_Reviewer.pdf

pone.0339704.s005.pdf (217.2KB, pdf)

Decision Letter 1

Mshari Alghadier

5 Oct 2025

Dear Dr. Eitner,

Thank you for submitting your manuscript to PLOS ONE. After careful consideration, we feel that it has merit but does not fully meet PLOS ONE’s publication criteria as it currently stands. Therefore, we invite you to submit a revised version of the manuscript that addresses the points raised during the review process.

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Reviewers' comments:

Reviewer's Responses to Questions

Comments to the Author

Reviewer #3: (No Response)

Reviewer #4: All comments have been addressed

Reviewer #5: All comments have been addressed

**********

2. Is the manuscript technically sound, and do the data support the conclusions??>

Reviewer #3: Yes

Reviewer #4: Yes

Reviewer #5: Yes

**********

3. Has the statistical analysis been performed appropriately and rigorously? -->?>

Reviewer #3: N/A

Reviewer #4: Yes

Reviewer #5: Yes

**********

4. Have the authors made all data underlying the findings in their manuscript fully available??>

The PLOS Data policy

Reviewer #3: Yes

Reviewer #4: Yes

Reviewer #5: Yes

**********

5. Is the manuscript presented in an intelligible fashion and written in standard English??>

Reviewer #3: Yes

Reviewer #4: Yes

Reviewer #5: Yes

**********

Reviewer #3: General comments

The manuscript presents an interesting study on the use of a gamified sEMG-based application for home-based rehabilitation of children with cerebral palsy (CP). The work is well-structured, and the preliminary data are promising. However, several aspects require attention before submission:

Abstract

break long sentences, clarify the effect size (68% improvement).

Include the number of participants in the Methods section of the abstract.

Terminology and consistency

Muscles:

quadrizeps femoris → quadriceps femoris

digitorum profundus palmarflexion → flexor digitorum profundus – wrist/finger flexion

peroneus longus abduction → peroneus longus – foot eversion

Correlation coefficient: replace “onkoeffic ient”.

Standardize abbreviations: sEMG, EMG.

Methods

Break long sentences in the EMG sensor and gameplay descriptions.

Use bullet points for technical parameters (A/D conversion, filtering, RMS).

Clarify access to data on the web portal.

Clearly describe the GEQ and SUS scales.

line 223: remove ) at the end of the sentence

Results

Correct muscle names and movements in Table 2.

Standardize data presentation across text, tables, and figures (percentages vs. medians).

Check discrepancies between the number of participants reported in text and figures.

Discussion

Some sections are redundant (e.g., paragraphs 356–398).

Avoid repetition of previously reported results.

line 389 avoid to use patients. Children should be better.

Explain the limitations of the study and the potential for future developments more clearly.

Conclusions

Simplify long sentences.

Summarize in 2–3 concise sentences: safety, usability, motivation, potential for home-based training.

Tables and figures

Table 2: correct muscle names and movements.

Figures 1–6: check readability and legends; standardize numbering.

GEQ/SUS: standardize style and units.

Table 3: replace a comma with . 0,32 -> 0.32

replace correlationkoefficent with "correlation coefficient"

Figure 5: add "S" to "GMFC"

Style and language

Shorten long sentences and break overly complex periods.

Standardize verb tense: past for methods, present for results and interpretation.

Check punctuation, spacing, and terminological consistency.

Conclusion

The manuscript has high scientific potential. After correcting terminology, standardizing data, reducing redundancy, and improving style, it will be suitable for pubblicaiton.

TABLE 2

I would correct the table as follows.

Biceps brachii Flexion of the forearm

Brachioradialis Flexion of the forearm / assists supination

Flexor digitorum profundus Flexion of the fingers

Extensor carpi radialis longus Extension of the wrist

Extensor digitorum Extension of the fingers

Tibialis anterior Dorsiflexion of the foot

Quadriceps femoris Extension of the knee joint

Peroneus longus Eversion of the foot

Reviewer #4: All comments were address to the best of their ability and available data. The current manuscript has been considered as a first part of their ongoing reserach. Looking forward to their upcoming publication.

Reviewer #5: Thank you for the opportunity to review this resubmission. A few minor comments. there is a typo in Table 3 Correlation Coefficient.

Figure 5, left axis of the figure is hard to read, recommend labeling every 5 coins.

This is a much better submission than the original. Thank you for addressing our concerns.

**********

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Reviewer #3: No

Reviewer #4: No

Reviewer #5: No

**********

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PLoS One. 2026 Feb 4;21(2):e0339704. doi: 10.1371/journal.pone.0339704.r004

Author response to Decision Letter 2


25 Nov 2025

Reply to reviewers

Thank you very much for your support, your ideas that have greatly enriched the manuscript, and the time you have taken to edit it.

Reviewer #3:

Abstract

break long sentences, clarify the effect size (68% improvement).

Include the number of participants in the Methods section of the abstract.

Author’s reply:

Thank you very much for these comments. We have revised the text passages and shortened the sentences.

Terminology and consistency

Muscles:

quadrizeps femoris → quadriceps femoris

digitorum profundus palmarflexion → flexor digitorum profundus – wrist/finger flexion

peroneus longus abduction → peroneus longus – foot eversion

Correlation coefficient: replace “onkoeffic ient”.

Standardize abbreviations: sEMG, EMG.

Author’s reply:

Thank you very much for the suggestions. We have adopted them all.

Methods

Break long sentences in the EMG sensor and gameplay descriptions.

Clarify access to data on the web portal.

line 223: remove) at the end of the sentence

Author’s reply:

Thank you very much for these comments. We shortened the sentences (page 9, lines 153ff) and added a description of data assessment on the web portal (page 10, lines 198ff).

Use bullet points for technical parameters (A/D conversion, filtering, RMS).

Author’s reply:

This is a good suggestion. We tried bullet points but found that reducing the descriptions greatly limited comprehensibility. For this reason, we have retained complete sentences.

Clearly describe the GEQ and SUS scales.

Author’s reply:

We have added a reference to the material in the supplements. This contains all the questions from both questionnaires.

Results

Correct muscle names and movements in Table 2.

Author’s reply:

Thank you very much. We have implemented this suggestion and completely revised Table 2.

Standardize data presentation across text, tables, and figures (percentages vs. medians).

Author’s reply:

We have checked all texts, tables, and illustrations for discrepancies and have not found any inconsistencies.

Check discrepancies between the number of participants reported in text and figures.

Author’s reply:

All evaluations refer to the 16 participants who took part in both visits. Therefore, all tables and figures include 16 children. Nevertheless, it was relevant for the results of the study to also mention the others, those who did not want to participate and those who only took part in the first visit. We describe this in the text on page 14, lines 257 ff.

Discussion

Some sections are redundant (e.g., paragraphs 356–398).

Avoid repetition of previously reported results.

Author’s reply:

We appreciate this comment, but we believe that it is usual to summarize the results again at the beginning of the discussion for the sake of readability and to provide a quick overview. We think that it is helpful for the flow of reading. For this reason, we have decided not to delete the passages.

line 389 avoid to use patients. Children should be better.

Explain the limitations of the study and the potential for future developments more clearly.

Author’s reply:

We have incorporated these comments and added some explanatory sentences to the discussion (page 24, lines 473 ff).

Conclusions

Simplify long sentences.

Summarize in 2–3 concise sentences: safety, usability, motivation, potential for home-based training.

Author’s reply:

We shortened the conclusion a bit and removed long sentences.

Tables and figures

Table 2: correct muscle names and movements.

Figures 1–6: check readability and legends; standardize numbering.

GEQ/SUS: standardize style and units.

Table 3: replace a comma with . 0,32 -> 0.32

replace correlationkoefficent with "correlation coefficient"

Figure 5: add "S" to "GMFC"

Author’s reply:

This feedback was very helpful. We have implemented all points in the tables and figures.

Standardize verb tense: past for methods, present for results and interpretation. Check punctuation, spacing, and terminological consistency.

Author’s reply:

Thank you very much for this tip. We have made the necessary corrections.

TABLE 2

I would correct the table as follows.

Biceps brachii Flexion of the forearm

Brachioradialis Flexion of the forearm / assists supination

Flexor digitorum profundus Flexion of the fingers

Extensor carpi radialis longus Extension of the wrist

Extensor digitorum Extension of the fingers

Tibialis anterior Dorsiflexion of the foot

Quadriceps femoris Extension of the knee joint

Peroneus longus Eversion of the foot

Author’s reply:

We appreciate this excellent suggestion and have incorporated everything into the table exactly as you suggested.

Reviewer #4:

All comments were address to the best of their ability and available data. The current manuscript has been considered as a first part of their ongoing reserach. Looking forward to their upcoming publication.

Author’s reply:

We would like to thank you for your support.

Reviewer #5:

Thank you for the opportunity to review this resubmission. A few minor comments. there is a typo in Table 3 Correlation Coefficient.

Figure 5, left axis of the figure is hard to read, recommend labeling every 5 coins.

This is a much better submission than the original. Thank you for addressing our concerns.

Author’s reply:

Thank you very much for pointing this out. We have corrected it accordingly.

Attachment

Submitted filename: Reply_Reviewer_20251119.docx

pone.0339704.s006.docx (79.3KB, docx)

Decision Letter 2

Mshari Alghadier

10 Dec 2025

MightyU – A portable sensor-based video game application for exercise training of children and adolescents with cerebral palsy

PONE-D-24-54773R2

Dear Dr. Eitner,

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Reviewer #3: All comments have been addressed

Reviewer #5: All comments have been addressed

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Reviewer #3: Yes

Reviewer #5: Yes

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Reviewer #5: Yes

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Reviewer #3: No

Reviewer #5: No

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Acceptance letter

Mshari Alghadier

PONE-D-24-54773R2

PLOS One

Dear Dr. Eitner,

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Associated Data

    This section collects any data citations, data availability statements, or supplementary materials included in this article.

    Supplementary Materials

    S1 Table. Children’s questionnaire.

    (PDF)

    pone.0339704.s001.pdf (182.5KB, pdf)
    S2 Table. Parent’s questionnaire.

    (PDF)

    pone.0339704.s002.pdf (165.9KB, pdf)
    Attachment

    Submitted filename: Letter to the Editor for PLOS ONE_PONE-D-24-54773.docx

    pone.0339704.s003.docx (17.7KB, docx)
    Attachment

    Submitted filename: Reply_Reviewer.pdf

    pone.0339704.s005.pdf (217.2KB, pdf)
    Attachment

    Submitted filename: Reply_Reviewer_20251119.docx

    pone.0339704.s006.docx (79.3KB, docx)

    Data Availability Statement

    All relevant data are within the manuscript and its Supporting Information files.


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