2023
DOI: 10.3390/cancers15041250
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Safety, Feasibility and Efficacy of Lokomat® and Armeo®Spring Training in Deconditioned Paediatric, Adolescent and Young Adult Cancer Patients

Abstract: Background: Rehabilitation robotics is a field of study which aims to understand and augment rehabilitation through the use of robotics devices. Objective: This proof of concept study aimed to test the safety (no. adverse events, incidence of infection), feasibility (program demand, adherence, participant satisfaction) and efficacy (Peak Oxygen uptake (VO2peak), 6-min walk test, gait speeds, Canadian Occupational Performance Measure, quality of life) of Lokomat® and Armeo®Spring training in children and adoles… Show more

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Cited by 4 publications
(11 citation statements)
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“…For cancer prevention, the target outcome most addressed by the articles was exploring participants' preferences for the content of the serious games (ie, participants' satisfaction with the serious game and/or likes and dislikes pertaining to features within the serious game) (4/8, 50%) [7,108,110,111], followed by educating participants about cancer (3/8, 38%) [34,106,109], and promoting healthy behaviors (1/8, 13%) [107]. For cancer care, the target outcome most addressed by the articles was using serious games for symptom management (28/55, 51%) [35,42,52,58,61,64,65,[71][72][73]76,77,[81][82][83][84][86][87][88][89]91,92,94,97,99,100,104,105], followed closely by exploring participants' preferences for the content of the serious games (24/55, 44%) [55,56,62,63,67,68,70,75,…”
Section: The Role Of Serious Games In Cancer Control For Young Peoplementioning
confidence: 99%
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“…For cancer prevention, the target outcome most addressed by the articles was exploring participants' preferences for the content of the serious games (ie, participants' satisfaction with the serious game and/or likes and dislikes pertaining to features within the serious game) (4/8, 50%) [7,108,110,111], followed by educating participants about cancer (3/8, 38%) [34,106,109], and promoting healthy behaviors (1/8, 13%) [107]. For cancer care, the target outcome most addressed by the articles was using serious games for symptom management (28/55, 51%) [35,42,52,58,61,64,65,[71][72][73]76,77,[81][82][83][84][86][87][88][89]91,92,94,97,99,100,104,105], followed closely by exploring participants' preferences for the content of the serious games (24/55, 44%) [55,56,62,63,67,68,70,75,…”
Section: The Role Of Serious Games In Cancer Control For Young Peoplementioning
confidence: 99%
“…Serious game preference [7,55,56,62,63,67,68,70,75,79,[84][85][86]90,[92][93][94][95][96][97][98][101][102][103][104]108,110,111] 4 (50) 24 (44) Treatment adherence [69,95,101] 0 (0) 3 ( 6) Cancer education [34,55,56,80,95,101,105,106,109] 3 (38) 6 (11) Healthy behavior promotion [42,54,57,60,65,74,…”
Section: Target Outcomementioning
confidence: 99%
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