Swallowing Gym and Adherence: A Feasibility Study of Gamified Oromotor Exercises in Healthy Adults and Clinical Populations - Abstract
Introduction: Adherence to oromotor exercises (OMEs) is often low during independent home practice because exercises are repetitive and provide limited
feedback, which may limit rehabilitation. Gamification may increase engagement by embedding therapeutic tasks within interactive, rewarding activities. This
feasibility study examined whether gamified OMEs delivered via Swallowing Gym are associated with higher short-term adherence and a more favourable
user experience than traditional OME protocols.
Methods: Healthy adults, nasopharyngeal cancer (NPC) survivors, adults with mild cognitive impairment (MCI), and post-stroke survivors completed a
home-practice programme using either game-based OMEs (Swallowing Gym) or a traditional video-guided protocol (healthy adults and NPC survivors only).
Participants practised three lip exercises daily for seven days (Hong Kong cohorts) or five days (post-stroke cohort in Denmark). Adherence was recorded via
in-app automatic logs (game-based) or paper logs (traditional). Post-intervention questionnaires assessed motivation, willingness to practise, perceived physical
effort, discomfort, satisfaction, and the most motivating game element. Maximum lip pressure was measured pre- and post-intervention.
Results: Exercise adherence was significantly higher with game-based OMEs in healthy adults and NPC survivors, and post-stroke survivors in the game
based arm showed significantly higher adherence than healthy adults practising traditional OMEs. Motivation was significantly higher with game-based OMEs in
healthy adults and post-stroke survivors. Perceived physical effort was significantly higher with game-based OMEs in adults with MCI and post-stroke survivors,
whereas willingness to practise over a prolonged period, discomfort, and satisfaction did not differ between modes across cohorts. Game mode was most
frequently selected as the primary motivating element. No significant pre–post changes in maximum lip pressure were observed in any group.
Conclusion: Gamified OMEs delivered via Swallowing Gym appeared feasible and were associated with higher short-term adherence and/or motivation
in some cohorts. These preliminary findings support further evaluation of gamified OMEs as an adjunct to dysphagia rehabilitation and continuity of care.
Longer, controlled trials are needed to determine whether improved engagement translates into meaningful functional or clinical outcomes.