Wholistic Exercise Program with GAMES
Care Continuum
Training & Education
National Healthcare Innovation and Productivity Medals
Agency for Integrated Care - Intermediate and Long Term Care
27 January 2026
The project aims to revolutionize the patient rehabilitation experience by making it more engaging, interactive, and. The 'Wholistic Exercise Program with GAMES' by St.
Year Submitted: 2025
Published Date: 27 January 2026
Tags: Care Continuum, Training & Education, Preventive Care, Community Health, Patient Education, Learning Approach, Gamification
About this Content
Aims
The project aims to revolutionize the patient rehabilitation experience by making it more engaging, interactive, and tailored to individual needs through the immersive nature of games. It seeks to alter participants' perception of time, making exercises feel quicker and less tedious, effectively diverting attention from physical exertion.
Background
St. Luke's Hospital enhanced its rehabilitation program by integrating gamification, targeting comprehensive balance and gait speed improvements alongside traditional strengthening exercises. Initiated in 2017 with the Lien Foundation's support, the program initially centered on pneumatic air pressure exercises and later incorporated aerobic and balance training. A pivotal advancement occurred in 2023 with the introduction of the JINTRONIX system at GYM-UP.
Methods
The program initially focused on pneumatic air pressure exercises and later incorporated aerobic and balance training using tools such as upright bicycles and exercise sheets. The JINTRONIX system was introduced to facilitate interactive game-based training for aerobic and balance activities. The system was initially intended for inpatient use but was later transferred to the outpatient setting to increase usage.
Results
The integration of the JINTRONIX system significantly enhanced patient engagement and motivation, as evidenced by patient feedback and progress tracking. Improvements in functional ability and strength, visualized through graphs, demonstrate the program's success in achieving its goals.
Conclusion
The 'Wholistic Exercise Program with GAMES' by St. Luke's Hospital represents a pioneering effort in rehabilitation, leveraging gamification to enhance patient outcomes and satisfaction significantly. This approach addresses physical rehabilitation needs and incorporates a vital psychological element by making the process more engaging and enjoyable for patients.
Lessons Learnt
The implementation journey revealed several hurdles impacting the system's effectiveness, including technical barriers like WiFi connectivity issues, privacy concerns related to data storage on cloud servers, and engagement issues due to repetitive game offerings. A multifaceted approach was adopted to enhance system accessibility, ensure data security, and tailor the gaming experience to meet diverse patient needs effectively.
Keywords
Rehabilitation, Gamification, Patient Engagement, JINTRONIX, Therapy
Innovators' Details
Innovators' Details
Healthcare Cluster(s) | Agency for Integrated Care - Intermediate and Long Term Care |
Organization(s) Involved | St Lukes Hospital |
Platform(s) | National Healthcare Innovation and Productivity Medals |
Healthcare Professional Group(s) | Medical |
Applicable Specialty or Discipline | Rehabilitation Therapy |
Project Lead(s) | Raymond Teo |
Project Member(s) | Fahria Abdul Rahman |
Connect with this contributor!
Raymond Teo - raymondteocc@stluke.org.sg
Project Attachment
143_St_Lukes_NHIP_2024_Wholistic_Exercise_Program_with_GAMES.pdf
