Abstract Summary
One premise underlying the use of home-based neurogames is that motion data collected through gaming sensors in the field (i.e., Microsoft KinectTM) accurately represent client outcomes. We evaluate that premise through secondary analysis of kinematic data from a federally-funded project in which a neurogame was developed for use in clients’ homes [1,2]. Changes in post-stroke kinematics with game use were seen when biomechanics methods of data treatment were applied, but not when Microsoft-recommended or artificial intelligence methods were used.