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BACKGROUND Parkinson's disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and exercise are effective interventions, the addition of motivational aspects that improve adherence could be beneficial for people with PD. Incorporating technological devices into motor rehabilitation, coupled with gamification elements, could enhance the relevance of rehabilitation and alleviate motor symptoms. OBJECTIVE The aim of this scoping review was to identify and classify the technological devices integrating gamification elements used in motor rehabilitation in PD, and to describe the justification behind the use of these devices and elements in this context. METHODS We conducted a Scoping Review following the framework proposed by Arksey and O’Malley, along with the PRISMA-ScR guidelines. Major health science databases (Medline, Cinahl, EMBASE, Scopus, Cochrane, PsycInfo, and Epistemonikos) were systematically searched. Relevant studies were included if they utilized technological interventions with gamification elements for motor symptom rehabilitation in PD. Gamification elements were extracted and categorized based on established frameworks, and content analysis was used to review the justifications for the use of technologies integrating gamification. RESULTS A total of 3,681 studies were retrieved from the search. After abstract and full-text screening, 81 studies were eligible for data extraction. The analysis identified 453 gamification elements across studies, with Development and Accomplishment being the most prominent core drive. Progress/Feedback was the most frequently used element (97.53% of studies), followed by Points (86.42%) and Levels/Progression (81.48%). Other notable elements included Badges, Leaderboards, and Customization, while several core drives, like Ownership and Possession, lacked reported elements. Expected roles of technology were clear, but intentional use of gamification was scarce. Almost half of all studies used off-the-shelf commercial videogames to deliver their rehabilitation intervention. CONCLUSIONS This scoping review highlights the widespread adoption of technologies integrating gamification elements for motor symptom rehabilitation in individuals with PD. However, it also underscores a critical gap in understanding and justifying gamification mechanics. The current landscape relies heavily on commercial video games and emphasizes performance-based experiences, lacking theoretical grounding. CLINICALTRIAL This Scoping Review is registered at the Open Science Framework database (OSF.IO/TX3D9)
BACKGROUND Parkinson's disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and exercise are effective interventions, the addition of motivational aspects that improve adherence could be beneficial for people with PD. Incorporating technological devices into motor rehabilitation, coupled with gamification elements, could enhance the relevance of rehabilitation and alleviate motor symptoms. OBJECTIVE The aim of this scoping review was to identify and classify the technological devices integrating gamification elements used in motor rehabilitation in PD, and to describe the justification behind the use of these devices and elements in this context. METHODS We conducted a Scoping Review following the framework proposed by Arksey and O’Malley, along with the PRISMA-ScR guidelines. Major health science databases (Medline, Cinahl, EMBASE, Scopus, Cochrane, PsycInfo, and Epistemonikos) were systematically searched. Relevant studies were included if they utilized technological interventions with gamification elements for motor symptom rehabilitation in PD. Gamification elements were extracted and categorized based on established frameworks, and content analysis was used to review the justifications for the use of technologies integrating gamification. RESULTS A total of 3,681 studies were retrieved from the search. After abstract and full-text screening, 81 studies were eligible for data extraction. The analysis identified 453 gamification elements across studies, with Development and Accomplishment being the most prominent core drive. Progress/Feedback was the most frequently used element (97.53% of studies), followed by Points (86.42%) and Levels/Progression (81.48%). Other notable elements included Badges, Leaderboards, and Customization, while several core drives, like Ownership and Possession, lacked reported elements. Expected roles of technology were clear, but intentional use of gamification was scarce. Almost half of all studies used off-the-shelf commercial videogames to deliver their rehabilitation intervention. CONCLUSIONS This scoping review highlights the widespread adoption of technologies integrating gamification elements for motor symptom rehabilitation in individuals with PD. However, it also underscores a critical gap in understanding and justifying gamification mechanics. The current landscape relies heavily on commercial video games and emphasizes performance-based experiences, lacking theoretical grounding. CLINICALTRIAL This Scoping Review is registered at the Open Science Framework database (OSF.IO/TX3D9)
Background/Objectives: Parkinson’s disease (PD) is a progressive neurodegenerative disorder that requires comprehensive and personalized rehabilitation. This retrospective study focused primarily on the usability and patient acceptability of the innovative pathway. In addition, the secondary objective was to evaluate the effectiveness of a personalized and multidisciplinary rehabilitation pathway on cognitive function, especially executive functions. Methods: We conducted a retrospective study on 80 patients with PD (Hoehn and Yahr scores 1–3). Patients were divided into an experimental group (EG), which received the innovative pathway, and a control group (CG), which received traditional therapy. The rehabilitation program included three phases: initial outpatient assessment, a two-month inpatient program, and a telerehabilitation phase in a day hospital (DH) or home environment. Interventions combined traditional therapies with treatments based on robotic and virtual reality. Cognitive assessments (Mini Mental State Examination—MMSE—and frontal assessment battery—FAB), mood (Hamilton Rating Scale—Depression—HRS-D), anxiety (HRS-Anxiety—HRS-A), and goals achievement (GAS) were the primary outcome measures. Results: At baseline, there were no significant differences between the groups in terms of age, gender, education, or test scores. After rehabilitation, EG showed significant improvements in all measures (p < 0.001), particularly in cognitive tests and goal achievement. CG improved in GAS (p < 0.001) and mood (HRS-D, p = 0.0012), but less than EG. No significant changes were observed in the MMSE of CG (p = 0.23) or FAB (p = 0.003). Conclusions: This study highlights the high usability and acceptability of VR and robotics in PD rehabilitation, contributing to improved adherence and patient engagement. The experimental group showed greater cognitive benefits, particularly in executive functions. These results are in line with the existing literature on personalized technology-based rehabilitation strategies for PD.
Background: Parkinson’s disease is primarily characterized by the degeneration of motor neurons, leading to significant impairments in movement. Initially, physical therapy was predominantly employed to address these motor issues through targeted rehabilitation exercises. However, recent research has indicated that cognitive training can enhance the quality of life for patients with Parkinson’s. Consequently, some researchers have posited that the simultaneous engagement in computer-assisted motor and cognitive dual-task (CADT) may yield superior therapeutic outcomes. Methods: A comprehensive literature search was performed across various databases, and studies were selected following PRISMA guidelines, focusing on CADT rehabilitation interventions. Results: Dual-task training enhances Parkinson’s disease (PD) rehabilitation by automating movements and minimizing secondary task interference. The inclusion of a sensor system provides real-time feedback to help patients make immediate adjustments during training. Furthermore, CADT promotes more vigorous participation and commitment to training exercises, especially those that are repetitive and can lead to patient boredom and demotivation. Virtual reality-tailored tasks, closely mirroring everyday challenges, facilitate more efficient patient adaptation post-rehabilitation. Conclusions: Although the current studies are limited by small sample sizes and low levels, CADT rehabilitation presents as a significant, effective, and potential strategy for PD.
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