I’ve been playing video games since I was a child—actually, I can say I started around the age of 2 or 3. Back in the 90s, when computers were becoming popular and almost every household had one, we had one too. I still remember watching my father play a game he had bought, and I was fascinated. Seeing so much movement, color, and interaction on a screen felt magical to me. Very soon, I figured out how to use the computer myself, and by the age of 4 or 5 I was already quite skilled.
Years later, after I became ill, I realized just how important this passion of mine really was. At first, I only played games to distract myself, to escape from the depressive feelings that come with illness. But then I noticed something unexpected: playing games wasn’t just a distraction—it was helping me heal.
- Hand–eye coordination: Computer games forced me to react quickly, to process information fast, and to act with precision. My eyes had to catch movements instantly, and my hands had to follow. This kept my reflexes and coordination sharp.
- Fine motor skills: Playing on my Nintendo engaged my small muscle groups, helping me strengthen my hands and fingers in ways I didn’t even realize at first.
- VR therapy: When I got a VR headset, it opened up a whole new world. Some apps were especially good for my balance and coordination. Of course, wearing VR for too long strained my eyes, but in controlled sessions it was like exercise disguised as fun.
The Games That Helped Me Most
Different types of games supported me in different ways. Each platform challenged my body and brain uniquely, and over time I could see real improvements.
Nintendo & EA Sports
Playing sports games on Nintendo—like tennis, bowling, or soccer—was a breakthrough for my balance and coordination. Since many of these games are played standing, I had to move, shift weight, and adjust quickly, which improved my balance over time. Catching a ball or returning a shot was especially powerful for hand–eye coordination.
Even when I played at home without connecting to the TV, Nintendo games trained my fine motor control. The controls are very sensitive, requiring subtle adjustments just to move a character, chase a ball, or aim correctly. In the beginning, about a year and a half ago, I struggled a lot. But gradually, my hands adapted, and I became faster, smoother, and even started winning games.
PC Games – Diablo
On the computer, my favorite is Diablo. It’s visually intense, with countless moving creatures and fast action. At first, it was overwhelming—so many things happening at once strained my eyes. But in small doses, this trained me to adapt to visual speed and complexity. I always took breaks after 20 minutes to rest my eyes, which is crucial.
Using the mouse was another challenge. Controlling the cursor and coordinating movements required effort at first, but over time it improved both precision and reaction speed. Occasionally, I even practiced with my non-dominant hand to stimulate new brain pathways.
VR – FitXR
In VR, I discovered FitXR, a sports app with boxing, squats, side bends, dance, and HIIT sessions. I loved boxing the most—it demanded intense hand coordination and reflexes. At the start, even the easiest level felt impossible. But with time and practice, I improved and gradually moved up to harder levels. To make it more challenging, I even added 0.5 kg weights to my arms, which strengthened my muscles while training coordination.

Mobile Games
Simple mobile games also helped. For example, Cookie Clickers was surprisingly effective for training finger speed and dexterity. It may look silly, but repetitive tapping really worked my hand muscles.
Cognitive Training Apps
I also use a brain-training app called Cognifit. It’s not an ad—I discovered it myself and found it very useful. It includes games for hand–eye coordination, reflex speed, memory, and cognitive flexibility. Each game gives a score at the end, and seeing my progress over time is motivating.
Sharing My Journey Online
To motivate myself even more, I also started streaming. I opened both a Twitch and a Kick channel, where from time to time I went live to share my progress and keep track of how I was improving.
It wasn’t about being a professional streamer—it was about creating a space where I could celebrate small wins, stay accountable, and maybe inspire someone else who might be going through their own challenges.
I haven’t streamed in a while, but I hope to return one day. For me, it’s not just about playing—it’s about showing that healing can be fun, creative, and even something you can share with others.
twitchtv.com/summerilkyaz

Final Thoughts
In short, I learned that recovery doesn’t have to be boring. Through my love of games, I was able to turn healing into something playful and motivating. For me, video games became more than entertainment—they became a form of therapy. And that’s why I encourage anyone on their own healing journey to find something fun that can also help them grow stronger. Recovery can be joyful, too.
I am going to share some research data I collected with the help of GPT.
The Role of Video Games in Ataxia Rehabilitation: Evidence from Scientific Research
In recent years, researchers have explored the potential of video games, exergames, and virtual reality as complementary rehabilitation tools.
Improving Coordination and Motor Function
Ilg et al. (2012) demonstrated that “video game-based coordinative training improves ataxia in children with degenerative ataxia” (Neurology). Similarly, Synofzik et al. (2013) reported that “videogame-based coordinative training can improve advanced multisystemic early-onset ataxia,” highlighting the benefits of task-specific, playful interventions.
Effects on Balance and Gait
Game-based rehabilitation also targets balance. Wang et al. (2018) conducted a randomized controlled pilot trial and concluded that “game-based training in individuals with spinocerebellar ataxia type 3 significantly reduced SARA scores and improved gait/posture subscores” (Scientific Reports).
Schatton et al. (2017) found that “individualized exergame training improves postural control in advanced degenerative spinocerebellar ataxia” (Parkinsonism Related Disorders). Likewise, Bonanno et al. (2024) observed in a pilot study using the CAREN system that “patients with cerebellar ataxia might benefit from immersive VR environments focusing on gait and balance” (Frontiers in Bioengineering and Biotechnology).
Cognitive and Upper Limb Benefits
Exergames do not only train the legs and trunk. Bonnechère et al. (2018) reported that “serious games using Kinect provide valid, automated functional upper limb evaluation in patients with Friedreich’s ataxia” (Journal of NeuroEngineering and Rehabilitation). This indicates that game-based systems can be used both as therapeutic and assessment tools.
Motivation and Treatment Adherence
A recurring theme across studies is patient motivation. As Ayvat et al. (2022) showed, “an 8-week exergame training program improved postural control and increased adherence compared to conventional physiotherapy” (The Cerebellum). The gamified structure of such interventions sustains engagement, which is often a challenge in long-term rehabilitation.
Feasibility of VR Approaches
Santos et al. (2017) evaluated VR-based balance rehabilitation in adults with SCA and concluded that it was “feasible and well-tolerated” (Hearing, Balance and Communication). This further supports the idea that new technologies can complement traditional therapy.
Broader Perspectives
Reviews such as Lacorte et al. (2020) emphasized the broader potential: “new mobile and gaming technologies hold promise for rehabilitation, diagnosis, and clinical practice in neurodegenerative disorders” (PMC). Similarly, Milne et al. (2020) outlined in their RCT protocol that home-based physiotherapy and technology-assisted training could expand access to long-term therapy (BMJ Open).
References
- Ilg, W., et al. (2012). Video game-based coordinative training improves ataxia in children with degenerative ataxia. Neurology, 79(20), 2056–2060.
👉 PubMed Link - Wang, R.-Y., et al. (2018). A randomized controlled pilot trial of game-based training in individuals with spinocerebellar ataxia type 3. Scientific Reports, 8, 7816.
👉 DOI Link - Schatton, C., et al. (2017). Individualized exergame training improves postural control in advanced degenerative spinocerebellar ataxia: A rater-blinded, intra-individually controlled trial. Parkinsonism & Related Disorders, 39, 80–84.
👉 ScienceDirect Link - Lacorte, E., et al. (2020). The Use of New Mobile and Gaming Technologies for Rehabilitation, Diagnosis, and Clinical Practice.
👉 PMC Link - Ayvat, E., et al. (2022). The Effects of Exergame on Postural Control in Individuals with Ataxia. The Cerebellum.
👉 Springer Link - Bonanno, M., et al. (2024). Might patients with cerebellar ataxia benefit from the Computer Assisted Rehabilitation ENvironment (CAREN)? A pilot study focusing on gait and balance. Frontiers in Bioengineering and Biotechnology, 12:1385280.
👉 Frontiers Link - Bonnechère, B., et al. (2018). Automated functional upper limb evaluation of patients with Friedreich ataxia using serious games. Journal of NeuroEngineering and Rehabilitation, 15:87.
👉 JNER Link - Synofzik, M., Schatton, C., Giese, M., Schöls, L., Ilg, W. (2013). Videogame-based coordinative training can improve advanced multisystemic early-onset ataxia. Journal of Neurology, 260(10), 2656–2658.
👉 Springer Link - Santos, G., et al. (2017). Feasibility of virtual reality-based balance rehabilitation in adults with spinocerebellar ataxia: a prospective observational study. Hearing, Balance and Communication, 15(4), 244–251.
- Milne, S. C., et al. (2020). Rehabilitation for ataxia study: Protocol for a randomised controlled trial. BMJ Open, 10(12):e040230.
👉 BMJ Link
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