Abstract
People with spasticity, i.e., stretch hyperreflexia, have a limited functional independence and mobility. While a broad range of spasticity treatments is available, many treatments are invasive, non-specific, or temporary and might have negative side effects. Operant conditioning of the stretch reflex is a promising non-invasive paradigm with potential long-term sustained effects. Within this conditioning paradigm, seated participants have to reduce the mechanically elicited reflex response using biofeedback of reflex magnitude quantified using electromyography (EMG). Before clinical application of the conditioning paradigm, improvements are needed regarding the time-intensiveness and slow learning curve. Previous studies have shown that gamification of biofeedback can improve participant motivation and long-term engagement. Moreover, quantification of reflex magnitude for biofeedback using reflexive joint impedance may obtain similar effectiveness within fewer sessions. Nine healthy volunteers participated in the study, split in three groups. First, as a reference the “Conventional” group received EMG- and bar-based biofeedback similar to previous research. Second, we explored feasibility of game-based biofeedback with the “Gaming” group receiving EMG- and game-based biofeedback. Third, we explored feasibility of game- and impedance-based biofeedback with the “Impedance” group receiving impedance and game-based biofeedback. Participants completed five baseline sessions (without reflex biofeedback) and six conditioning sessions (with reflex biofeedback). Participants were instructed to reduce reflex magnitude without modulating background activity. The Conventional and Gaming groups showed feasibility of the protocol in 2 and 3 out of 3 participants, respectively. These participants achieved a significant Soleus short-latency (M1) within-session reduction in at least –15% in the 4th–6th conditioning session. None of the Impedance group participants showed any within-session decrease in Soleus reflex magnitude. The feasibility in the EMG- and game-based biofeedback calls for further research on gamification of the conditioning paradigm to obtain improved participant motivation and engagement, while achieving long-term conditioning effects. Before clinical application, the time-intensiveness and slow learning curve of the conditioning paradigm remain an open challenge.
1. Introduction
Spasticity is a common symptom after brain and neural injuries, like spinal cord injury, stroke, and cerebral palsy (). Spasticity is defined as the exaggerated stretch reflex response, i.e., stretch hyperreflexia (). Patients with spasticity are limited in functional independence and mobility and often experience substantial pain. A broad range of spasticity treatments is available, including physical therapy, oral medication, interventional procedures, and surgical treatments (). Unfortunately, current treatments are invasive, non-specific, or temporary and might have negative side effects (). Therefore, there is a clinical need for a non-invasive spasticity treatment with long-term sustained effect.
Operant conditioning of the reflex response is a promising, non-invasive paradigm to obtain a long-term spasticity reduction (, ). Within the conditioning paradigm, participants are trained to either increase (“up-condition”) or reduce (“down-condition”) the reflex response using biofeedback of reflex magnitude. Currently, paradigm feasibility has been shown for both electrical stimulation, i.e., H-reflex conditioning, mechanical stimulation, and stretch reflex conditioning, using electromyography (EMG) biofeedback of the calf muscles (, ). Both forms of stimulation have shown equal effectiveness during conditioning with static posture in able-bodied participants: an average –15% short-term (within-session) and –20% long-term (across-session) down-conditioning effect was obtained after 4–6 and 12–16 conditioning sessions, respectively (, ). From a practical, clinical perspective, the mechanical stimulation is advantageous as it yields higher participant comfort and applicability to other joints. Besides, protocols with EMG biofeedback require accurate electrode placement, checked using electrical stimulation, to ensure that conditioning effects are not due to across-session changes in electrode placement. Removing the need for accurate electrode placement checked via electrical stimulation would be beneficial considering home applications. Overall, before clinical application of the conditioning paradigm, improvements are needed regarding the time-intensiveness (3 session per week) and slow learning curve (at least 16 sessions).
As potential improvements for stretch reflex conditioning, we propose the use of gamification and reflexive joint impedance biofeedback. First, gamification entails the introduction of a gaming element into non-gaming situations, like rehabilitation, to make activities more pleasurable and increase long-term engagement (, ). Gamification can improve participant motivation in view of the possibly demotivating conditioning paradigm (), given the long baseline measurements and slow learning curves (, ). Numerous studies have shown these improvements in motivation and engagement in patients with neurological conditions, such as cerebral palsy, stroke, and Parkinson's disease (, ). Alongside improved motivation, most game-based interventions ensure equal or even increased treatment effectiveness (–). However, negative effects of gamification were also reported, e.g., high levels of motivation due to gamification can distract from the primary motor learning goal and encourage undesirable compensation strategies (). Therefore, it is important to assess whether gamification interferes with potential treatment outcomes.
Second, reflexive joint impedance biofeedback entails quantification of reflex magnitude using a mechanical-based methodology instead of the muscle-based EMG biofeedback to accelerate learning curves (, ). The impedance-based biofeedback disentangles the reflexive joint resistance due to the mechanical stimuli from other non-reflexive joint resistance contributions using joint torques and kinematics (). As such, an impedance-based conditioning treatment would not require any electrodes or electrical stimulation. Previous study suggests a faster learning curve for impedance-based biofeedback, as participants were able to already modulate their reflex response after 2 sessions (). Ludvig et al. () used a specific online algorithm to provide biofeedback on reflex magnitude (). Thus, use of impedance- instead of EMG-based biofeedback can potentially improve the learning curve and practical execution.
The goal of this study is to explore the feasibility of two forms of biofeedback within the stretch reflex down-conditioning paradigm: (1) gamification of the biofeedback and (2) impedance based biofeedback. To explore feasibility, the within-session conditioning effect is investigated across six conditioning sessions. The investigation is split across three participant groups, executed in three separate phases: (1) “Conventional” receiving EMG- and bar-based biofeedback as in Mrachacz-Kersting et al. (); (2) “Gaming” receiving EMG- and game-based biofeedback; and (3) “Impedance” receiving impedance- and game-based biofeedback. The use of a specific biofeedback method is considered feasible when the reference –15% within-session effect reported in previous studies can be achieved across the 4th–6th conditioning session (, ). Each experimental phase was only started once the previous experimental phase was evaluated as being feasible. Our study aims to open the way for stretch reflex conditioning as non-invasive spasticity treatment by introducing new biofeedback methods to make improvements regarding the time-intensiveness and slow learning curve.
2. Materials and Methods
2.1. Participants and Study Schedule
Nine volunteers with no history of neuromuscular disorders participated in the study: age 26.0 ± 5.0 yr, seven women. The EEMCS/ET ethics committee of the University of Twente approved the study, and all participants provided written informed consent. The participants were split in the three biofeedback groups in order of inclusion, see Figure 1A: (1) EMG- and bar-based biofeedback (“Conventional”); (2) EMG- and game-based biofeedback (“Gaming”); and (3) impedance- and game-based biofeedback (“Impedance”).
Figure 1
All groups completed the same study schedule, designed in similar fashion to Thompson et al. (
2.2. Experiment Setup
2.2.1. Ankle Manipulator and Stretch Reflex Perturbations
Stretch reflexes were elicited around the ankle joint using a one degree-of-freedom (DOF) manipulator (Moog, Nieuw-Vennep, the Netherlands) in the sagittal plane, see Figure 1B. The manipulator applied dorsiflexion, ramp-and-hold perturbations to the right foot via a rigid footplate interface and Velcro straps. The encoder of the actuator of the manipulator measured foot plate angular position and velocity representing ankle angle and angular velocity. A torque sensor, located between the actuator and footplate, measured the ankle torque. Angle, velocity, and torque were recorded at 2,048 Hz, all defined positive in dorsiflexion direction. To compensate for gravitational effects on the ankle and footplate, the net torque with no voluntary participant activity was measured at the start of each block and subtracted from the torque measurements. Matlab 2017b (Mathworks, Natick, MA, USA) was used for the data collection and biofeedback during the experiment.
Participants were seated on an adjustable chair to support and control the posture during all stretch reflexes, see Figure 1B. The chair supported the upper body and upper leg to control the hip and knee angles at 120° and 150°, respectively. Both knee and hip were defined at 180° for a perfectly straight posture, and angles were measured using a goniometer. All stretch perturbations started at a 90° ankle angle, defined as the angle between shank and foot. The ankle axis of rotation was visually aligned with the actuator axis, minimizing hip and knee translations due to the applied perturbations. Participants were instructed to attain background activation by pressing into the position-controlled footplate as if rotating the ankle without use of the upper leg. Session-to-session variability of the seated posture was minimized by reusing the same personalized chair settings for each participant.
For the EMG-based groups, discrete dorsiflexion perturbations were used to elicit a stretch reflex (
For the Impedance group, continuous dorsiflexion perturbations were used to elicit a stretch reflex (
Reflexive joint impedance was estimated using a parallel-cascade identification algorithm outlined in van 't Veld et al. (
2.2.2. Electromyography Measurements and Processing
Muscle activity was measured using the Porti EMG device (TMSi, Oldenzaal, the Netherlands). Bipolar electrodes (Kendall H124SG, 24 mm diameter; Covidien, Dublin, Ireland) were placed on the Soleus (SOL) and Tibialis Anterior (TA) according to the SENIAM guidelines (
Electromyography was recorded at 2,048 Hz, high-pass filtered (2nd-order, 5 Hz, Butterworth), and rectified. SOL and TA background activity was defined as the smoothed (moving average, 100 ms window) rectified EMG (
Electromyography reflex magnitude was obtain using the SOL short-latency (M1) reflex response. To obtain M1 magnitude, background activity at perturbation onset was subtracted from the reflex response and the result was half-wave rectified. M1 magnitude was then defined as the root mean square (RMS) of the activity within a 10 ms window, see Figure 1D (
2.2.3. Electrical Stimulation of Mmax
To confirm correct placement of EMG electrode across-sessions, the direct motor response (M-wave) of the SOL muscle was elicited using a constant current electrical stimulator (DS7A; Digitimer, Hertfordshire, UK). The cathode (Disk electrode, 20 mm diameter; Technomed, Beek, the Netherlands) was placed in the popliteal fossa, whereas the anode (Square electrode, 41 mm height/width; Medimax Maxpatch, UK) was placed proximal to the patella. Participants were standing with a natural, upright posture for the M-wave measurements.
The simulator delivered a 1 ms width square stimulus pulse to the tibial nerve of the right leg. The M-wave magnitude was defined after each electrical stimulus as the peak-to-peak value of the unrectified SOL EMG within a 22 ms processing window (
2.2.4. Intrinsic Motivation Inventory
To assess motivation and engagement, all participants completed the intrinsic motivation inventory (IMI) questionnaire after the last conditioning session (C6) (
2.3. Experimental Protocol
2.3.1. Preparation Session
All participants attended a preparation session to define all personalized hardware and software settings, retained through all other sessions (
To normalize EMG background activity, SOL maximum voluntary contraction (MVC) was determined (
To match the SOL and torque background activity target levels used throughout data collection, a tonic EMG-torque mapping was obtained. Participants executed a torque tracking task using the ankle manipulator by holding isometric torque for 3 s at 0–10 Nm in increments of 2 Nm. To obtain the EMG-torque mapping, mean SOL activity at each torque level was computed. The SOL background target was defined as a 5% MVC range matching the 4 Nm level of the EMG-torque mapping, and typical ranges were 2.5-7.5% MVC and 5–10% MVC (
2.3.2. Acclimatization, Baseline, and Conditioning Sessions
The acclimatization, baseline, and conditioning sessions all followed the same schedule for each participant, see Figure 1A (
Figure 2

Biofeedback visualization and timing. For the (blue) Conventional group, a background (all trials) and a reflex (conditioning trials only) bar-graph directly represented current magnitudes. Moreover, a (gray) target area was displayed with the bar color visualizing whether this target was met (green) or not (red) (
In Block 0, the Control magnitude was measured, i.e., reflex magnitude before within-session conditioning (
In Block 1–3, the Conditioned magnitude was measured, i.e., stretch reflex magnitude during within-session conditioning (
2.4. Biofeedback
2.4.1. Visualization and Timing
The Conventional group received bar-based biofeedback on background activity (all trials), and on reflex magnitude, average baseline (B1-5) reflex magnitude, number of trials completed, and success rate (conditioning trials only), see Figure 2. Biofeedback was provided via bar size and color, based on whether the set target was met or not. The background bar color also changed whenever TA background activity was off-target, although current TA activity was not directly visualized. Background biofeedback was continuously updated at 10 Hz, whereas the reflex biofeedback update was directly coupled to a stretch perturbation.
For game-based groups, the bar-based visualization was substituted with a third-person game about a banana delivery truck, which provided biofeedback on background activity (all trials) and reflex reduction success (conditioning trials only), see Figure 2. Reflex reduction success was represented by the number of bananas in the trunk: Starting at 150 bananas every block, two bananas would fall out after each failure to meet the reflex target at a feedback instance. An increased 30 Hz background update frequency was used for the game-based biofeedback to create a smooth gaming experience.
To obtain a pleasant gaming experience, the amount of biofeedback was reduced during gamification. As a result, participants did not receive information on the following: (1) background target success/failure; (2) quantified reflex magnitude; and (3) average baseline (B1-5) reflex magnitude, number of trials completed, and success rate. The experiment leaders could access this missing information during each block and communicate it to participants, e.g., success rates were regularly announced to the participants.
2.4.2. Reward Criterion
The reflexive target range was adaptive throughout all conditioning sessions to keep the reflex reduction target equally challenging. The upper bound of the target range was set as the 66th percentile of the previous block reflex magnitude, i.e., Block 1 based on Block 0, etc. (
2.5. Data Analysis
Per session, the M-wave magnitudes were averaged across repetitions at each stimulation intensity with Mmax defined as the maximum value across all intensities. Per stretch perturbation, background activity was computed over the 100 ms period before dorsiflexion perturbation onset for EMG-based groups (
The SOL M1 magnitudes, as defined in experiment setup, of both control (Block 0) and conditioned (Block 1-3) reflexes were normalized as % baseline, using baseline (B1-5) mean of the control and conditioned reflexes, respectively (
Besides, to support the use of reflexive gain G as biofeedback variable, the correlation between the EMG-based and impedance-based reflex magnitude was investigated. First, a set of across-block paired data points was created using the mean SOL M1 and gain G for each block per participant. Second, a set of within-block paired data points was created using the mean SOL M1 and gain G for each feedback instance per block per participant. Thus, for Block 0 (25×) and Block 1–3 (75×) all data leading up to a feedback instance were averaged for both reflexive magnitudes.
For all groups, the IMI questionnaire, taken in Session C6, consisted of four questions across four dimensions: interest-enjoyment, perceived competence, effort-importance, and tension-pressure. For each participant, all answers within a single dimension were averaged to obtain an overall score for this dimension.
2.6. Statistical Analysis
The feasibility of each biofeedback method was investigated by evaluating the within-session conditioning effect, with a –15% reference in Session C4-6 defined as success (
To support the need for an acclimatization session before starting the actual baseline, the SOL M1 was investigated further. An LM was built with data from Sessions A1 and B1-5 using only the mean control reflex (Block 0), using session as predictor. A planned reverse-Helmert like contrast was used to evaluate the difference in reflex magnitude between A1 vs. B1-5 and B1 vs. B2-5 for all participants combined.
The use of reflexive gain G as biofeedback variable was investigated using the correlation with SOL M1 magnitudes of the Impedance group (Sessions B1-C6 and Blocks 1–3). First, within-block correlation was investigated via a within-block Z-score standardization of all 75 data pairs for all 99 blocks (33 blocks per participants). The Z-score standardization allows to combine all data across-blocks and across-subjects before computing the correlation (
3. Results
We explored the feasibility of three different biofeedback methods to achieve a within-session reduction of SOL M1 magnitude with a Conventional, Gaming, and Impedance group. All participants completed 12 data collection sessions: 6 acclimatization/baseline sessions (A1, B1-5) and 6 conditioning sessions (C1-6). All sessions first contained a short control block (Block 0) with 25 feedback instances followed by three blocks of 75 feedback instances without (A1–B5) or with reflex biofeedback (C1–C6). Key prerequisite on SOL M1 reduction was lack of modulation in several parameters throughout data collection to avoid confounding effects: SOL Mmax, and SOL, TA, and torque background activity.
3.1. Steadiness of Mmax and Background Activity
Based on session averages, all Mmax and background activity parameters were visually considered steady throughout data collection, see Figure 3. Subsequently, steadiness of Mmax was interpreted as consistent electrode placement throughout data collection. Similarly, steady background activity was used to avoid influences on reflex magnitude via voluntary increase or decrease of tonic activation. TA background also remained below resting levels indicating that co-contraction was not present. The session averages do clearly show that the EMG-based groups (Conventional and Gaming) were provided with SOL background biofeedback to keep activity steady, whereas the Impedance group used background torque biofeedback. Although no clear trends are visible, both groups show larger across-session variability for the variables on which no biofeedback was received. Thus, it was still important to evaluate the within-session effects with an LM including background variables as covariates.
Figure 3

Steadiness Mmax and background activity. Individual participant traces of SOL Mmax, and SOL, TA, and torque background activity for acclimatization (A1), baseline (B1-5), and conditioning (C1-6) sessions. All variables were required to remain steady throughout data collection. Each data point reflects the average of all blocks (Block 0–3) within a single session. Conventional and Gaming groups received biofeedback on SOL activity, whereas the Impedance group received biofeedback on torque activity. For all groups, TA activity was required to remain at a resting level (<7.5 μV). Each icon (circle, square, and diamond) per group is linked to an individual participant and consistently used across figures.
3.2. Soleus Stretch Reflex Reduction
Both EMG-based groups (Conventional and Gaming) had several successful within-session conditioning results, reaching the reference –15% target, see bottom row Figure 4 (
Figure 4

SOL M1 reflex results and within-session effect. Individual participant traces of the average conditioned reflex (mean Blocks 1-3) and control reflex (Block 0) per session for acclimatization (A1), baseline (B1-5), and conditioning (C1-6) sessions. The within-session effect is derived from the difference between the conditioned and control reflex within a session. Conventional and Gaming groups received biofeedback on SOL M1 activity, whereas the Impedance group received biofeedback on reflexive impedance gain G. A –15% within-session effect in session C4-6 was defined as success criteria to determine feasibility of the biofeedback method for each participant, see (gray) shaded target area. Each icon (circle, square, and diamond) per group is linked to an individual participant and consistently used across figures.
Across the full experiment, feasibility of the conditioning paradigm was confirmed in 2 (Conventional group) and 3 (Gaming group) out of 3 participants, see Table 1. In the Conventional group, the background-corrected results showed a –24% (p < 0.001) and –17% (p < 0.001) within-session effect for participants 1 and 3, whereas participant 2 showed a weaker SOL M1 reduction at –8.7% (p = 0.22). The Gaming group showed a –33% (p < 0.001), –22% (p < 0.001), and –16% (p=0.007) effect for the participants. Thus, gamification of the conditioning paradigm seemed feasible without interfering with conditioning outcomes.
Table 1
| LM:~Session × Block | LM:~Session × Block | ||||||
|---|---|---|---|---|---|---|---|
| Covariates:~SOLback+TAback+Torqueback | |||||||
| Group | Participant | Contrasts | Statistics | Contrasts | Statistics | ||
| Conventional | #1 | –30 ± 4.3 | t(2, 706) = –6.93 | p < 0.001 | –24 ± 4.5 | t(2, 703) = –5.39 | p < 0.001 |
| #2 | –7.7 ± 7.0 | t(2, 706) = –1.10 | p = 0.27 | –8.7 ± 7.1 | t(2, 703) = –1.24 | p = 0.22 | |
| #3 | –17 ± 4.2 | t(2, 706) = –4.08 | p < 0.001 | –17 ± 4.3 | t(2, 703) = –4.03 | p < 0.001 | |
| Gaming | #4 | –33 ± 7.5 | t(2, 706) = –4.36 | p < 0.001 | –33 ± 7.5 | t(2, 703) = –4.36 | p < 0.001 |
| #5 | –11 ± 6.5 | t(2, 706) = –1.64 | p = 0.10 | –22 ± 6.6 | t(2, 703) = –3.30 | p < 0.001 | |
| #6 | –16 ± 6.0 | t(2, 706) = –2.72 | p = 0.007 | –16 ± 6.0 | t(2, 703) = –2.70 | p = 0.007 | |
| Impedance | #7 | 4.2 ± 2.5 | t(24, 427) = 1.65 | p = 0.10 | 3.4 ± 2.5 | t(24, 424) = 1.37 | p = 0.172 |
| #8 | 5.3 ± 1.2 | t(25, 284) = 4.48 | p < 0.001 | 6.3 ± 1.2 | t(25, 281) = 5.31 | p < 0.001 | |
| #9 | 2.5 ± 1.9 | t(27, 363) = 1.36 | p = 0.17 | 0.29 ± 1.8 | t(27, 360) = 0.163 | p = 0.87 | |
Contrasts between B1-5 and C4-C6 for the within-session SOL M1 effect without and with covariates.
Within-session effect contrasts are expressed in % baseline, thus mean within-session effect for B1-5 equal zero within all participants. All contrasts were tested using a t-test for both the models without and with covariates.
Feasibility was not shown for the Impedance group as all three participants showed an increase in within-session SOL M1 effect (3.4, 6.3, and 0.3%), see Table 1. Furthermore, also direct evaluation of the impedance-based reflex magnitude showed no reflex magnitude reduction (see Supplementary Figure S1). Therefore, substituting EMG- with impedance-based reflex biofeedback did not seem feasible within the conditioning paradigm.
3.3. Necessity Acclimatization Session
The addition of an acclimatization session before the baseline sessions was observed to potentially be beneficial for the steadiness of the reflex magnitude during baseline for all groups, see Figure 4. The results of the first depicted session (A1) could be added to the baseline session (B1-5), as the protocol executed is exactly equal. However, the reflex variables generally showed an increased control and conditioned reflexive magnitude and variability across-participants in combination with a negative within-session effect for A1 compared with B1-5. To confirm these observations, an LM of the control SOL M1 magnitude (Block 0, Session A1–B5) for all participants did indeed show a significant effect of adding the session predictor [F(5, 48) = 5.27, p = 0.007]. A contrast further showed that the reflex magnitude for Session A1 was significantly larger than sessions B1-5 35.8 ± 7.2 % baseline [t(48) = 4.95, p < 0.001]. This effect faded away when contrasting Session B1 vs. the other baseline sessions (B2-5) [t(48) = 0.53, p = 0.60]. Note, no clear discrepancies between Sessions A1 and B1-5 were observed for Mmax and all background variables, see Figure 3.
3.4. Correlation EMG and Impedance-Based Biofeedback
The observed commonality between the EMG-based and impedance-based reflex magnitudes depended on the time frame of the evaluation, see Figure 5. A moderate correlation (r = 0.68) was found for the across-block correlation, whereas a weak correlation (r = 0.31) was found for the within-block correlation for data of all Blocks 1–3 of the Impedance groups. The moderate across-block correlation was further corroborated given the similarity between block-averaged conditioned, control, and within-session reflex outcomes, see Figure 4 and Supplementary Figure S1. Thus, the observed correlation was larger when data were averaged over a full block (ca. 750 stretches, 7.5 min) compared with averaged per feedback instance (ca. 10 stretches, 6 s).
Figure 5

Within- and across-block correlation of reflexive biofeedback variables. Individual participants are visualized with a different color. Correlation analysis for the Impedance group for Session B1–C6 and Blocks 1–3. The within-block correlations were computed using the averaged measures per feedback instance. The across-block correlations were computed using the averaged measures per blocks. Data was Z-score standardized within-block and within-subject, respectively to allow combination of data over sessions and participants. To improve visualization only 10% of all within-block data points are shown.
3.5. Intrinsic Motivation Inventory
The IMI questionnaire showed a positive reception of the game-based conditioning paradigms, ignoring the electrical stimulation element, in terms of motivation and engagement, see Table 2. Participants in both game-based groups reported good scores for interest-enjoyment (8.5 and 8.0 out of 10) score and perceived competence (8.5 and 7.2). Note, these psychological results should be interpreted and compared with care, e.g., a large variation across the effort-importance scale was observed over the three groups, whereas no difference was expected.
Table 2
| Conventional | Gaming | Impedance | |
|---|---|---|---|
| Interest-enjoyment | 6.6 | 8.5 | 8.0 |
| Competence | 6.2 | 8.5 | 7.2 |
| Effort-importance | 6.8 | 7.0 | 8.6 |
| Tension-pressure | 4.5 | 3.3 | 2.1 |
Intrinsic motivation inventory (IMI) scores completed after Session C6.
Scores are the across-subject averages within each group and are based on 4 questions per category. Scales used were between 1 (not at all true) and 10 (very true).
4. Discussion
The goal of this study was to explore the feasibility of two forms of biofeedback to obtain a within-session reduction of the Soleus stretch reflex with conditioning. First, we explored the feasibility of gamification and second, the feasibility of combined game- and impedance-based biofeedback. For the EMG-based groups, using either bar-based or game-based biofeedback, feasibility of the conditioning paradigm was shown in 2 and 3 out of 3 participants, respectively. Contrarily, feasibility was not shown for any participant using impedance- and game-based biofeedback. Thus, whereas the combined game- and impedance-based biofeedback was not considered feasible, the gamification of EMG-based biofeedback used to improve motivation and long-term engagement was considered feasible.
4.1. Feasibility Game-Based Biofeedback
Exploring the use of EMG- and game-based biofeedback within the conditioning paradigm confirmed the feasibility of the proposed biofeedback gamification. First, the switch from bar-based to game-based biofeedback did not interfere with conditioning outcomes. Our results showed feasibility of the proposed method in all participants of the Gaming group after correcting for potentially confounding background effects. Previous studies did not report on individual within-session effects and only reported a group-average –15% effect across the 16 (out of 17) successful participants, which achieved a long-term down-conditioning effect (
Toward future use of gamification, the methodological differences between the game- (Gaming group) and bar-based (Conventional group) biofeedback were solely made to the biofeedback visualization. The main challenge toward a suitable gaming experience was the high information density of the bar-based biofeedback (
4.2. Feasibility Combined Game- and Impedance-Based Biofeedback
Conditioning based on combined game- and impedance-based biofeedback did not yield a feasible paradigm. No participants showed a within-session reduction in reflex magnitude after impedance-based conditioning, despite positive findings in previous studies using impedance-based biofeedback outside of the conditioning paradigm (
To find plausible explanations for the lack of within-session reflex reduction in the Impedance group, all methodological differences between Impedance and EMG-based groups were considered: (1) stretch reflex perturbations; (2) biofeedback gamification; (3) biofeedback processing; and (4) biofeedback visualization. First, compared with the EMG-based groups the stretch reflex required for the impedance-based biofeedback had a decreased amplitude, duration and velocity, whereas the acceleration and number of perturbations was increased. As expected from literature, the adapted perturbation parameters affected the reflex response as only M1 was observed, instead of both M1 and M2 (
Third, an important difference between the biofeedback processing of the EMG- and impedance-based biofeedback was revealed through correlation analysis. A weak within-block correlation (r = 0.31) of the EMG- and impedance-based reflexive biofeedback was found based on 6 s data segments. Oppositely, for longer segments a moderate across-block correlation was found (r = 0.68; 7.5 min segments) and reported previously (r = 0.69; 60 s segments) (
4.3. Study Limitations and Future Outlook
This study can solely be interpreted as exploration of the feasibility of several biofeedback methods, given the limited number of participants. Furthermore, the protocol was limited to studying short-term (within-session) effects as long-term effects have been shown to arise after 12–16 sessions (
Before applying the conditioning paradigm clinically, improving the time-intensiveness and slow learning curves remains an open challenge. The implementation of impedance-based biofeedback, previously used to voluntarily modulate the reflex response, within the conditioning paradigm did not result in a feasible protocol. The impedance-based biofeedback was explored combined with the game-based biofeedback, whereas an impedance- and bar-based biofeedback group was not included. Therefore, exploring impedance- and bar-based biofeedback would be useful to provide a more direct comparison between impedance- and EMG-based biofeedback. Besides, potential improvements of the impedance-based biofeedback may lie within an improved algorithm without a 15 s risetime to avoid delayed biofeedback and directly couple the biofeedback with the current actions of the participants. Moreover, an improved impedance-based algorithm may solve the reduced correlation with EMG-based reflex magnitude for short data segments. Besides impedance-based biofeedback, other paradigm changes like conditioning during locomotion have also shown promising improvements of the slow learning curves (
4.4. Conclusions
We have shown the feasibility of EMG- and game-based biofeedback within the operant conditioning paradigm to obtain a within-session reduction in the SOL stretch reflex. Contrarily, we did not observe feasibility for the impedance- and game-based biofeedback. Stretch reflex conditioning should be applied clinically to potentially obtain a non-invasive spasticity treatment with long-term sustained effect. Before clinical application, the time-intensiveness and slow learning curve of the conditioning paradigm remain an open challenge. These results call for further research on gamification of conditioning paradigms to obtain improved participant motivation and engagement, while achieving long-term conditioning effects.
Funding
This work was supported by the Netherlands Organisation for Scientific Research (NWO), domain Applied and Engineering Sciences under project number 14903 (Reflexioning project).
Publisher's Note
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.
Statements
Data availability statement
The original contributions presented in the study are publicly available. This data can be found here: https://doi.org/10.4121/c.5605085.
Ethics statement
The studies involving human participants were reviewed and approved by EEMCS/ET Ethics Committee of the University of Twente. The patients/participants provided their written informed consent to participate in this study.
Author contributions
RV, EF, and EA developed the experimental protocol. RV executed the experimental protocol and processed the data. RV and EF prepared the manuscript. EF, AS, HK, MK, and EA assisted with data processing and reviewed the manuscript. All authors have read and approved the final manuscript.
Acknowledgments
The authors would like to thank Dr. Natalie Mrachacz-Kersting for the opportunity to visit her laboratory and receive invaluable advice on the stretch reflex conditioning paradigm. Furthermore, the authors would like to thank all student assistants (Jasmijn Franke; Laurette Buitenhuis; Roelien Russcher; Ingrid van den Heuvel) that aided in the data collection process.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
Supplementary material
The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/fresc.2021.742030/full#supplementary-material
References
1.
DietzVSinkjærT. Spastic movement disorder: impaired reflex function and altered muscle mechanics. Lancet Neurol. (2007) 6:725–33. 10.1016/S1474-4422(07)70193-X
2.
van den NoortJCBar-OnLAertbeliënEBonikowskiMBraendvikSMBroströmEWet al. European consensus on the concepts and measurement of the pathophysiological neuromuscular responses to passive muscle stretch. Eur J Neurol. (2017) 24:981–91. 10.1111/ene.13322
3.
ChangEGhoshNYanniDLeeSAlexandruDMozaffarT. A review of spasticity treatments: pharmacological and interventional approaches. Crit Rev Phys Rehabil Med. (2013) 25:11–22. 10.1615/CritRevPhysRehabilMed.2013007945
4.
ThompsonAKPomerantzFRWolpawJR. Operant conditioning of a spinal reflex can improve locomotion after spinal cord injury in humans. J Neurosci. (2013) 33:2365–75. 10.1523/JNEUROSCI.3968-12.2013
5.
ThompsonAKWolpawJR. Operant conditioning of spinal reflexes: from basic science to clinical therapy. Front Integr Neurosci. (2014) 8:25. 10.3389/fnint.2014.00025
6.
ThompsonAKChenXYWolpawJR. Acquisition of a simple motor skill: task-dependent adaptation plus long-term change in the human soleus H-reflex. J Neurosci. (2009) 29:5784–92. 10.1523/JNEUROSCI.4326-08.2009
7.
Mrachacz-KerstingNKerstingUGde Brito SilvaPMakiharaYArendt-NielsenLSinkjærTet al. Acquisition of a simple motor skill: task-dependent adaptation and long-term changes in the human soleus stretch reflex. J Neurophysiol. (2019) 122:435–46. 10.1152/jn.00211.2019
8.
DeterdingSSicartMNackeLO'HaraKDixonD. Gamification: using game design elements in non-gaming contexts. In: CHI '11 Extended Abstracts on Human Factors in Computing SystemsVancouver, BC: Association for Computing Machinery (2011). p. 2425–8.
9.
TuranZAvincZKaraKGoktasY. Gamification and education: achievements, cognitive loads, and views of students. Int J Emerg Technol Learn. (2016) 11:64–9. 10.3991/ijet.v11i07.5455
10.
ProençaJPQuaresmaCVieiraP. Serious games for upper limb rehabilitation: a systematic review. Disabil Rehabil Assist Technol. (2018) 13:95–100. 10.1080/17483107.2017.1290702
11.
BonnechèreBJansenBOmelinaLvan Sint JanS. The use of commercial video games in rehabilitation: a systematic review. Int J Rehabil Res. (2016) 39:277–90. 10.1097/MRR.0000000000000190
12.
LopesSMagalh aesPPereiraAMartinsJMagalh aesCChaletaEet al. Games used with serious purposes: a systematic review of interventions in patients with cerebral palsy. Front Psychol. (2018) 9:1712. 10.3389/fpsyg.2018.01712
13.
HowcroftJFehlingsDWrightVZabjekKAndrysekJBiddissE. A comparison of solo and multiplayer active videogame play in children with unilateral cerebral palsy. Games Health J. (2012) 1:287–93. 10.1089/g4h.2012.0015
14.
LudvigDKearneyRE. Real-time estimation of intrinsic and reflex stiffness. IEEE Trans Biomed Eng. (2007) 54:1875–84. 10.1109/TBME.2007.894737
15.
LudvigDCathersIKearneyRE. Voluntary modulation of human stretch reflexes. Exp Brain Res. (2007) 183:201–13. 10.1007/s00221-007-1030-0
16.
KearneyRESteinRBParameswaranL. Identification of intrinsic and reflex contributions to human ankle stiffness dynamics. IEEE Trans Biomed Eng. (1997) 44:493–504. 10.1109/10.581944
17.
van't Veld RCSchoutenACvan der KooijHvan AsseldonkEHF. Neurophysiological validation of simultaneous intrinsic and reflexive joint impedance estimates. J NeuroEngineering Rehabil. (2021) 18:36. 10.1186/s12984-021-00809-3
18.
HermensHJFreriksBDisselhorst-KlugCRauG. Development of recommendations for semg sensors and sensor placement procedures. J Electromyogr Kinesiol. (2000) 10:361–74. 10.1016/S1050-6411(00)00027-4
19.
McAuleyEDDuncanTTammenVV. Psychometric properties of the intrinsic motivation inventoiy in a competitive sport setting: a confirmatory factor analysis. Res Q Exerc Sport. (1989) 60:48–58. 10.1080/02701367.1989.10607413
20.
van't Veld RCSchoutenACvan der KooijHvan AsseldonkEHF. Validation of online intrinsic and reflexive joint impedance estimates using correlation with EMG measurements. In: 7th International Conference on Biomedical Robotics and Biomechatronics. Enschede: IEEE (2018). p. 13-18. 10.1109/BIOROB.2018.8488123
21.
EvattMLWolfSLSegalRL. Modification of human spinal stretch reflexes: preliminary studies. Neurosci Lett. (1989) 105:350–55. 10.1016/0304-3940(89)90646-0
22.
WolfSLSegalRL. Reducing human biceps brachii spinal stretch reflex magnitude. J Neurophysiol. (1996) 75:1637–46. 10.1152/jn.1996.75.4.1637
23.
WolpawJRO'KeefeJA. Adaptive plasticity in the primate spinal stretch reflex: evidence for a two-phase process. J Neurosci. (1984) 11:2718–24. 10.1523/JNEUROSCI.04-11-02718.1984
24.
FinleyJMDhaherYYPerreaultEJ. Acceleration dependence and task-specific modulation of short- and medium-latency reflexes in the ankle extensors. Physiol Rep. (2013) 1:e00051. 10.1002/phy2.51
25.
SteinRBKearneyRE. Nonlinear behavior of muscle reflexes at the human ankle joint. J Neurophysiol. (1995) 73:65–72. 10.1152/jn.1995.73.1.65
26.
ThompsonAKWolpawJR. H-Reflex conditioning during locomotion in people with spinal cord injury. J Physiol. (2019) 599: 2453–69. 10.1113/JP278173
Summary
Keywords
operant conditioning, plasticity, electromyography, gamification, system identification
Citation
van 't Veld RC, Flux E, Schouten AC, van der Krogt MM, van der Kooij H and van Asseldonk EHF (2021) Reducing the Soleus Stretch Reflex With Conditioning: Exploring Game- and Impedance-Based Biofeedback. Front. Rehabilit. Sci. 2:742030. doi: 10.3389/fresc.2021.742030
Received
15 July 2021
Accepted
06 September 2021
Published
12 October 2021
Volume
2 - 2021
Edited by
Iahn Cajigas, University of Miami, United States
Reviewed by
Luca Sebastianelli, Hospital of Vipiteno, Italy; Naoya Hasegawa, Hokkaido University, Japan
Updates

Check for updates
Copyright
© 2021 van 't Veld, Flux, Schouten, van der Krogt, van der Kooij and van Asseldonk.
This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
*Correspondence: Edwin H. F. van Asseldonk e.h.f.vanasseldonk@utwente.nl
This article was submitted to Interventions for Rehabilitation, a section of the journal Frontiers in Rehabilitation Sciences
Disclaimer
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article or claim that may be made by its manufacturer is not guaranteed or endorsed by the publisher.