Master'sHealth, Biomechanics, Wearables & Operational Safety Applications open

Master’s in XR and Serious Games Engineering for Rehabilitation

Online master's programme of 1,900 hours in XR and serious games engineering for rehabilitation. 12 modules covering clinical foundations of rehabilitation, therapeutic game design, Unity and Unreal Engine development, XR hardware, interaction and ergonomics, sensors and biofeedback, progress analytics, clinical validation and medical device regulation, with an assigned technical tutor.

Duration1900 h
ModeOnline
LanguageEnglish
Start datesSet by the faculty
AwardSEIUM Institute diploma
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Learning outcomes

What you will be able to do

01

Understand the clinical foundations of rehabilitation with games and XR.

02

Design game mechanics aligned with therapeutic objectives.

03

Develop prototypes in Unity and Unreal Engine.

04

Integrate XR hardware, sensors and biofeedback.

05

Analyse progress and adherence metrics.

06

Validate therapeutic games through usability and clinical studies.

07

Apply medical device and data protection regulations.

Profile

Who it's for

  • Health serious games developers building games with a clinical purpose.
  • Clinical virtual reality engineers working in hospitals or medtech companies.
  • Therapeutic experience designers translating therapy goals into game mechanics.
  • Digital rehabilitation researchers running feasibility and clinical studies.
  • Digital therapeutics product managers.
  • Software clinical validation specialists.
  • Engineering or science graduates seeking to enter digital health.
Standards & tools

What you'll work with

  • Regulation (EU) 2017/745 (EU Medical Device Regulation, MDR)
  • IEC 62304 (medical device software life cycle)
  • IEC 62366-1 (usability engineering)
  • ISO 14971 (risk management)
  • Regulation (EU) 2016/679 (GDPR, data protection)
  • ISO 9241-210 (human-centred design)
  • EN 301 549 (accessibility of ICT products)
  • Unity
  • Unreal Engine
  • Blender
  • Meta XR SDK
  • MATLAB
Syllabus

12 modules · 1900 h

  1. 1.1Definition of a therapeutic serious game
  2. 1.2The spectrum of virtual, augmented and mixed reality
  3. 1.3Therapeutic mechanisms of gamification
  4. 1.4Presence, immersion and embodiment
  5. 1.5Current evidence in motor and cognitive rehabilitation
  6. 1.6Candidate patient profiles
  7. 1.7Contraindications and adverse effects
  8. 1.8The immersive digital therapeutics market
  9. 1.9Role of the therapist in gamified therapy
  10. 1.10Case study: analysis of a commercial exergame
  1. 2.1Motor learning principles applied to games
  2. 2.2Upper-limb rehabilitation after stroke
  3. 2.3Balance and gait rehabilitation
  4. 2.4Cognitive and attentional rehabilitation
  5. 2.5Vestibular rehabilitation with virtual environments
  6. 2.6Chronic pain and immersive distraction
  7. 2.7Childhood cerebral palsy and therapeutic play
  8. 2.8Dosage and difficulty progression
  9. 2.9Clinical scales for measuring outcomes
  10. 2.10Practical: translating therapeutic goals into game mechanics
  1. 3.1Iterative game design cycle
  2. 3.2Mechanics, dynamics and aesthetics (MDA)
  3. 3.3Csikszentmihalyi's flow and challenge tuning
  4. 3.4Performance-based adaptive difficulty
  5. 3.5Rewards, progression and narrative
  6. 3.6Designing for motor and cognitive limitations
  7. 3.7Preventing postural compensations
  8. 3.8Session design and duration
  9. 3.9Therapeutic game design document
  10. 3.10Workshop: design document for a reaching game
  1. 4.1Project architecture in Unity
  2. 4.2C# programming for interaction
  3. 4.3Unreal Engine for high-fidelity environments
  4. 4.4Physics, collisions and animation
  5. 4.5Accessible user interfaces in games
  6. 4.6Session data logging
  7. 4.7Integration of external peripherals
  8. 4.8Graphics performance optimisation
  9. 4.9Version control and testing
  10. 4.10Laboratory: reaching game prototype in Unity
  1. 5.1Standalone and tethered headsets
  2. 5.2Hand and controller tracking
  3. 5.3Eye tracking integrated in headsets
  4. 5.4Balance platforms and omnidirectional treadmills
  5. 5.5Haptic gloves and tactile feedback
  6. 5.6Depth cameras and markerless capture
  7. 5.7Displays, latency and cybersickness
  8. 5.8Hygiene and disinfection of clinical headsets
  9. 5.9Hardware selection according to pathology
  10. 5.10Practical: comparison of hand tracking and controllers
  1. 6.1Virtual locomotion and its techniques
  2. 6.2Preventing cybersickness
  3. 6.3Headset ergonomics in long sessions
  4. 6.4Space calibration and safe boundaries
  5. 6.5One-handed interaction
  6. 6.6Coordinated multisensory feedback
  7. 6.7Avatars and body representation
  8. 6.8Augmented reality for real-world tasks
  9. 6.9Accessibility in immersive environments
  10. 6.10Laboratory: measuring cybersickness with the SSQ questionnaire
  1. 7.1Integration of inertial sensors
  2. 7.2Electromyography as game input
  3. 7.3Force and balance platforms
  4. 7.4Heart rate and effort control
  5. 7.5EEG and neurofeedback in games
  6. 7.6Biofeedback for pain and anxiety
  7. 7.7Fusion of game and body data
  8. 7.8Per-patient calibration
  9. 7.9Safety of peripherals
  10. 7.10Practical: game controlled by forearm EMG
  1. 8.1Kinematic metrics extracted from the game
  2. 8.2Performance and adherence indicators
  3. 8.3Therapist dashboards
  4. 8.4Correlation with clinical scales
  5. 8.5Machine learning for personalisation
  6. 8.6Detection of motor compensations
  7. 8.7Exporting data to the electronic health record
  8. 8.8Quality and validity of metrics
  9. 8.9Automatic progress reports
  10. 8.10Laboratory: patient progress dashboard
  1. 9.1Usability with therapists and patients
  2. 9.2The SUS scale and motivation instruments
  3. 9.3Feasibility studies
  4. 9.4Randomised controlled trials
  5. 9.5Design of active control groups
  6. 9.6Recording dizziness, falls and fatigue
  7. 9.7Measures of transfer to daily life
  8. 9.8Review of published evidence
  9. 9.9CONSORT and TIDieR reporting guidelines
  10. 9.10Practical: pilot study protocol
  1. 10.1Qualification of a game as a medical device
  2. 10.2Rule 11 and therapeutic software
  3. 10.3IEC 62304 life cycle in games
  4. 10.4Usability engineering of the therapeutic game
  5. 10.5Risks of falls and collisions in XR
  6. 10.6Photosensitivity and epilepsy
  7. 10.7GDPR and session data
  8. 10.8Digital therapeutics and reimbursement in Europe
  9. 10.9The German DiGA model
  10. 10.10Case study: regulatory pathway for a serious game
  1. 11.1Integration into the rehabilitation service
  2. 11.2Home use and telerehabilitation
  3. 11.3Therapist training
  4. 11.4Licensing and subscription models
  5. 11.5Economic evaluation versus conventional therapy
  6. 11.6Content maintenance and updates
  7. 11.7User community
  8. 11.8Partnerships with hospitals
  9. 11.9International scaling and content localisation
  10. 11.10Case study: launch plan for an XR platform
  1. 12.1Therapeutic need and users
  2. 12.2Measurable clinical objectives
  3. 12.3Game design and its document
  4. 12.4Development of the XR prototype
  5. 12.5Integration of sensors and metrics
  6. 12.6Usability evaluation
  7. 12.7Design of the clinical efficacy study
  8. 12.8Regulatory analysis of the product
  9. 12.9Master's Thesis report
  10. 12.10Master's Thesis: defence before a panel
Methodology, software & labs

How you'll learn

100% online training on the SEIUM campus, with downloadable materials, recorded classes and an assigned technical tutor. There are no fixed timetables: you progress at your own pace within each intake, so the programme is compatible with work.

Each module combines theory, guided reading of the original standard and applied exercises. The working software is Unity, Unreal Engine, Blender, Meta XR SDK and MATLAB, in free, academic or evaluation versions. Practical work is based on real procedures: usability testing with patients and therapists, pilot studies of therapeutic games and integration of motion sensors into games. Assessment is continuous by module, plus the final Master's Thesis.

Standards covered: Regulation (EU) 2017/745 on medical devices, IEC 62304, IEC 62366-1, ISO 14971, Regulation (EU) 2016/679 (GDPR), ISO 9241-210, EN 301 549.

Assigned technical tutor:every module ends with a deliverable that your tutor marks individually.
Standards-based learning:guided reading of the MDR, IEC 62304 and IEC 62366-1 applied to real cases, not as a theoretical annex.
Industry software:Unity, Unreal Engine, Blender, Meta XR SDK and MATLAB, in free, academic or evaluation versions.
Master's Thesis with defence:a therapeutic XR game, from clinical need and measurable objectives to game design, prototype, sensor integration, usability evaluation, clinical study design and regulatory analysis, defended before a panel.
Flexible format:100% online, no fixed timetables, compatible with full-time work.
Capstone project

Build it end to end

Your final project follows the real engineering workflow, step by step, reviewed by your tutor.

Therapeutic game design
Translate therapeutic objectives into mechanics and write the design document for a reaching game.
XR prototype in Unity
Build a reaching game prototype in Unity with hand tracking or controllers.
Sensors and biofeedback
Control a game with forearm EMG and log session data.
Progress analytics
Build a patient progress dashboard and a pilot study protocol.
Master's Thesis
A therapeutic XR game with prototype, metrics, usability evaluation, clinical study design and regulatory analysis, defended before a panel.
Career opportunities

Where this takes you

Health serious games developerClinical virtual reality engineerTherapeutic experience designerDigital rehabilitation researcherDigital therapeutics product managerSoftware clinical validation specialist
Admissions & scholarships

Requirements

  • University degree in engineering, science or architecture, or equivalent demonstrable professional experience.
  • Internet connection and a computer capable of running the programme software.
  • English sufficient to read technical standards.

Ready to start?

Send your application today. Our admissions team replies within 72 hours with your study plan and funding options.

FAQ

Frequently asked questions

The programme totals 1,900 hours over 12–14 months. You set your own pace within each intake, and your tutor helps you plan the workload around your job.

You work with Unity, Unreal Engine, Blender, Meta XR SDK and MATLAB, using free, academic or evaluation versions. Your tutor indicates the free alternative wherever one exists.

A SEIUM Institute diploma, awarded on passing the continuous assessment and the Master's Thesis. It is SEIUM's own qualification, not an official state degree; its recognition depends on the programme completed and the regulations of each country.

Yes. Modules passed in a course or postgraduate diploma in the same area are recognised in the higher programme. Ask about the recognition policy when you enrol.

A university degree in engineering, science or architecture (or equivalent professional experience), a computer able to run the software, and English sufficient to read technical standards.

Start dates are set by SEIUM's faculty for each intake. Our admissions team will confirm the next available date when you apply.

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