2022
DOI: 10.3389/fped.2022.775356
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Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review

Abstract: IntroductionThe emergence of gaming technologies, such as videogames and virtual reality, provides a wide variety of possibilities in intensively and enjoyably performing rehabilitation for children with neurological disorders. Solid evidence-based results are however required to promote the use of different gaming technologies in pediatric neurorehabilitation, while simultaneously exploring new related directions concerning neuro-monitoring and rehabilitation in familiar settings.Aim of the Study and MethodsI… Show more

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Cited by 13 publications
(13 citation statements)
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“…However, differently from our present study, in that one, the subjects interacted with the video games through total body movements, and fine hand movements were not tracked by the computerized system. If, for children, gaming could be the keystone to improve their engagement and their active participation in the therapy sessions [ 30 ], for older people, art could play a similar role. Participation (defined as the active participation in the proposed exercises with maximal effort, as well as taking interest in them and future therapy sessions [ 21 , 22 ]) is fundamental for obtaining a good outcome in neurorehabilitation [ 31 ].…”
Section: Discussionmentioning
confidence: 99%
“…However, differently from our present study, in that one, the subjects interacted with the video games through total body movements, and fine hand movements were not tracked by the computerized system. If, for children, gaming could be the keystone to improve their engagement and their active participation in the therapy sessions [ 30 ], for older people, art could play a similar role. Participation (defined as the active participation in the proposed exercises with maximal effort, as well as taking interest in them and future therapy sessions [ 21 , 22 ]) is fundamental for obtaining a good outcome in neurorehabilitation [ 31 ].…”
Section: Discussionmentioning
confidence: 99%
“…The disease represents the synthesis of the cognitive, sensory, motor and behavioral developmental deficits of a child and would find in the metaverse an opportunity to carry out a true multidimensional rehabilitation, thanks to a well-tested and customized rehabilitation protocol. Many studies have already reported positive results of clinical trials based on digital gaming technologies [ 47 ] and virtual reality [ 48 , 49 ] in children with cerebral palsy, as well as studies with the therapist not in person [ 50 ]. However, a recent systematic review found that the effect of VR in the rehabilitation of the upper limb of children with CP remains unclear [ 51 ].…”
Section: The Basis For Applying Metaverse-related Technology In Neuro...mentioning
confidence: 99%
“…Several exercise methods with virtual reality (VR) devices have been used in treatments for older adults and patients with neurodegenerative diseases [ 23 , 24 , 25 , 26 ]. Interfaces have been created to be used in computer or available electronic games that generate communication between the user and the virtual environment through body movements.…”
Section: Introductionmentioning
confidence: 99%
“…Interventions with these devices are based on exercise execution where the individual receives sensory stimuli (extrinsic feedback), mainly visual information, to increase the amount of input to allow motor self-adjustments. The use of these technologies seems to improve postural balance of older people, neurological and stroke patients, and patients with Parkinson’s disease [ 23 , 24 , 25 , 26 , 27 ]. Although the mechanisms still remains unclear, VR rehabilitation therapy shows a positive tendency to improve mental and physical health [ 27 , 28 , 29 , 30 ].…”
Section: Introductionmentioning
confidence: 99%
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