2016
DOI: 10.1177/2055668316643644
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The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation

Abstract: Upper limb exercise is often neglected during post-stroke rehabilitation. Video games have been shown to be useful in providing environments in which patients can practise repetitive, functionally meaningful movements, and in inducing neuroplasticity. The design of video games is often focused upon a number of fundamental principles, such as reward, goals, challenge and the concept of meaningful play, and these same principles are important in the design of games for rehabilitation. Further to this, there have… Show more

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Cited by 51 publications
(58 citation statements)
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“…Feedback throughout iterative design steps with these experts helped us to instill the games with clear social cues by Baxter, adaptive cognitive and physical difficulty levels, and fitting musical premises. These ideas are well supported by past work on designing effective exercise games for therapeutic interactions [39][40][41]. Throughout the games, the maximum hand-to-hand span of the robot was limited to the user's height.…”
Section: Gameplay Designmentioning
confidence: 87%
“…Feedback throughout iterative design steps with these experts helped us to instill the games with clear social cues by Baxter, adaptive cognitive and physical difficulty levels, and fitting musical premises. These ideas are well supported by past work on designing effective exercise games for therapeutic interactions [39][40][41]. Throughout the games, the maximum hand-to-hand span of the robot was limited to the user's height.…”
Section: Gameplay Designmentioning
confidence: 87%
“…Cost: Video games have been applied to upper limb rehabilitation since the 1980s. With the advent of less expensive and higher-fidelity technology, acceptance and clinical validity of games for serious purposes have been increasing ( Barrett et al, 2016 ; James et al, 2018). Non-immersive or mobile VR do not require high-level graphic performance or expensive hardware, making them good candidates for providing low-cost, ubiquitous, and interesting treatment programs ( Choi & Paik, 2018 ).…”
Section: Review Results and Discussionmentioning
confidence: 99%
“…Another mechanism is Motor Imagery Therapy, where the imagination of executing a movement of a segment promotes stimulation of the respective cortical area ( Vourganas et al, 2019 ). VR-based serious games can activate the nucleus accumbens , with the release of dopamine, which is associated with reward-based learning, feelings of pleasure and motivation to perform specific behavior ( Barrett et al, 2016 ).…”
mentioning
confidence: 99%
“…Adherence to rehabilitation regimens can be enhanced by incorporating gaming elements into the exercises (Barrett, Swain, Gatzidis, & Mecheraoui, 2016;Flores et al, 2008;Lange, Flynn, & Rizzo, 2009;Tamayo-Serrano, Garbaya, & Blazevic, 2018;Webster & Celik, 2014). For example, commercial entertainment games are reported to improve motor function in stroke patients (Saposnik et al, 2010).…”
Section: Introductionmentioning
confidence: 99%