2021
DOI: 10.2196/20066
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Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review

Abstract: Background Serious video games have now been used and assessed in clinical protocols, with several studies reporting patient improvement and engagement with this type of therapy. Even though some literature reviews have approached this topic from a game perspective and presented a broad overview of the types of video games that have been used in this context, there is still a need to better understand how different game characteristics and development strategies might impact and relate to clinical … Show more

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Cited by 46 publications
(39 citation statements)
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“…This may have positively affected motivation. 27,28 After the training, the stroke survivors in both groups improved the ability to control the cursor on the screen through the creation of muscle activation patterns in the paretic limb. Across all participants, test completion time (16 targets) decreased by 5.3 minutes, a 46% reduction.…”
Section: Discussionmentioning
confidence: 99%
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“…This may have positively affected motivation. 27,28 After the training, the stroke survivors in both groups improved the ability to control the cursor on the screen through the creation of muscle activation patterns in the paretic limb. Across all participants, test completion time (16 targets) decreased by 5.3 minutes, a 46% reduction.…”
Section: Discussionmentioning
confidence: 99%
“…One means of implementing this direct training of muscle activation patterns is through "serious" computer games, 25,26 as they can improve participation, motivation, and enjoyment to promote the repetitive practice needed for rehabilitation. 27,28 Serious games have been increasingly used to address needs in stroke rehabilitation, 29,30 including with utilization of EMG control in an attempt to alleviate excessive coactivation between 2 proximal arm muscles. 31,32 However, these previous studies did not address control of more than 2 muscles simultaneously, as is needed for most functional tasks.…”
Section: Introductionmentioning
confidence: 99%
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“…Another relevant result from the present scenarios is that the participant’s choices revealed an overall preference for scenarios with multiple types of feedback, namely for mixed scenarios with a sequence of grass-stone-sand-water. In future studies it will be important to combine psychological evaluation ( Jeunet et al, 2015a ) and EEG activity to identify which type of scenarios are better suited for each participant ( Li et al, 2020 ; Vieira et al, 2021 ).…”
Section: Discussionmentioning
confidence: 99%
“…Serious gaming has been described as the use of computer games where the primary goal is not pure entertainment [ 9 ]. Serious games have shown positive clinical results in physical rehabilitation [ 10 ] and pain management contexts [ 11 ]; they are believed to increase motivation and engagement in health care contexts, in which patients are required to undergo repetitive or mundane tasks that can be perceived as boring or nonmotivating. These games involve participation in challenging game environments that can potentially help patients to be more adherent to treatment regimens, as well as focus their attention on an engaging distraction away from aversive symptoms [ 9 , 12 ].…”
Section: Introductionmentioning
confidence: 99%