Enhancing Engagement in Speech Rehabilitation through Gamified Interaction and Emotional Design
DOI:
https://doi.org/10.54097/6xz30p55Keywords:
Speech Rehabilitation, Gamification, Emotional Design, Human-Computer Interaction, User EngagementAbstract
Speech rehabilitation systems often suffer from low user engagement due to repetitive training processes and limited emotional support. To address this issue, this study proposes an integrated interaction design framework combining gamification, emotional design, and multisensory compensation mechanisms for speech rehabilitation. Based on User-Centered Design (UCD) principles and Norman’s emotional design theory, a mobile application named Yinshu was developed, incorporating gamified tasks, adaptive difficulty adjustment, AI emotional companion interaction, and a “visualizing sound” feedback mechanism. To evaluate the system, 40 participants completed a customized short-form User Engagement Scale (UES) questionnaire after using the application. The results showed positive evaluations across all dimensions, with mean scores above 4.0 on a 5-point Likert scale. Gamified rewards improved motivation and self-efficacy, while emotional companion interaction reduced feelings of isolation and enhanced psychological engagement. In addition, the visual feedback system effectively improved users’ understanding of pronunciation accuracy and reduced cognitive barriers during training. The findings suggest that integrating gamification and emotional design can effectively enhance engagement in speech rehabilitation, providing practical insights for future digital rehabilitation system design.
Downloads
References
[1] SHERMADHI D, CAROLLO A, GAAD E, et al. Assistive technology for developmental conditions: A scientometric analysis[J]. Research in Developmental Disabilities, 2026, 169: 105210.
[2] CARBONELL A M, PALACIOS I F. The letmetalk application as a support tool for reinforcing the socio-communicative difficulties of 4th grade primary school students with autism spectrum disorder[J/OL]. Edmetic, 2025, 14(1): 5. DOI:10.21071/edmetic.v14.i1.17510.
[3] OKE A, MARFO J S, KULL T, et al. Investigating the effectiveness of gamification on supply chain operations knowledge and practice[J/OL]. Decision Sciences Journal of Innovative Education, 2024, 22(1): 50-67. DOI:10.1111/dsji.12302.
[4] OLIVER L A, MANNING-STANLEY A, BRIDGE P. Implementing gamification within interprofessional learning: Perspectives of higher education staff and students[J/OL]. Cogent Education, 2024, 11(1): 2423717. DOI:10.1080/2331186X.2024.2423717.
[5] PEPPOLONI D. The role of compensatory methodologies and assistive technologies in foreign language acquisition by dyslexic academic students[C/OL]//EDULEARN14 Proceedings. IATED, 2014: 1037-1047[2026-05-11]. https://library.iated.org/view/PEPPOLONI2014ROL.
[6] LAIRD E C, BRYANT C A, BARR C M, et al. Psychologically informed practice in audiological rehabilitation: Audiologist perceived barriers, facilitators, and preparedness[J]. Ear and hearing, 2022, 43(6): 1853-1865.
[7] OLIVER L A, MANNING-STANLEY A, BRIDGE P. Implementing gamification within interprofessional learning: Perspectives of higher education staff and students[J/OL]. Cogent Education, 2024, 11(1): 2423717. DOI:10.1080/2331186X.2024.2423717.
[8] YANG H, WANG L, LUO X R, et al. Too good to be true? The impact of distinction badges on patient satisfaction with online healthcare services[J]. Information & Management, 2025: 104209.
[9] CHAPIN S E, MCNAUGHTON D, LIGHT J, et al. The effects of AAC video visual scene display technology on the communicative turns of preschoolers with autism spectrum disorder[J/OL]. Assistive Technology, 2022, 34(5): 577-587. DOI:10.1080/10400435.2021.1893235.
[10] THOMAS N J, BARAL R, CROCCO O S, et al. A framework for gamification in the metaverse era: How designers envision gameful experience[J]. Technological Forecasting and Social Change, 2023, 193: 122544.
[11] CIUCHITA R, HELLER J, KÖCHER S, et al. It is really not a game: An integrative review of gamification for service research[J/OL]. Journal of Service Research, 2023, 26(1): 3-20. DOI:10.1177/10946705221076272.
[12] LEE C Y, LEE C H, LAI H Y, et al. Emerging trends in gamification for clinical reasoning education: A scoping review[J/OL]. BMC Medical Education, 2025, 25(1): 435. DOI:10.1186/s12909-025-07044-7.
[13] O’BRIEN H L, CAIRNS P, HALL M. A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form[J]. International Journal of Human-Computer Studies, 2018, 112: 28-39.
[14] BU X, NG P H, TONG Y, et al. A mobile-based virtual reality speech rehabilitation app for patients with aphasia after stroke: Development and pilot usability study[J]. JMIR Serious Games, 2022, 10(2): e30196.
Downloads
Published
Issue
Section
License
Copyright (c) 2026 Journal of Computing and Electronic Information Management

This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.








