Literature DB >> 22234662

Activity-promoting gaming systems in exercise and rehabilitation.

Matthew J D Taylor1, Darren McCormick, Teshk Shawis, Rebecca Impson, Murray Griffin.   

Abstract

Commercial activity-promoting gaming systems provide a potentially attractive means to facilitate exercise and rehabilitation. The Nintendo Wii, Sony EyeToy, Dance Dance Revolution, and Xbox Kinect are examples of gaming systems that use the movement of the player to control gameplay. Activity-promoting gaming systems can be used as a tool to increase activity levels in otherwise sedentary gamers and also be an effective tool to aid rehabilitation in clinical settings. Therefore, the aim of this current work is to review the growing area of activity-promoting gaming in the context of exercise, injury, and rehabilitation.

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Year:  2011        PMID: 22234662     DOI: 10.1682/jrrd.2010.09.0171

Source DB:  PubMed          Journal:  J Rehabil Res Dev        ISSN: 0748-7711


  34 in total

1.  Behavioral intention to use a virtual instrumental activities of daily living system among people with stroke.

Authors:  Allison Ellington; Richard Adams; Marga White; Paul Diamond
Journal:  Am J Occup Ther       Date:  2015 May-Jun

2.  A Serious Exergame for Patients Suffering from Chronic Musculoskeletal Back and Neck Pain: A Pilot Study.

Authors:  Stephanie M Jansen-Kosterink; Rianne M H A Huis In 't Veld; Christian Schönauer; Hannes Kaufmann; Hermie J Hermens; Miriam M R Vollenbroek-Hutten
Journal:  Games Health J       Date:  2013-10

3.  Assessing upper extremity motor function in practice of virtual activities of daily living.

Authors:  Richard J Adams; Matthew D Lichter; Eileen T Krepkovich; Allison Ellington; Marga White; Paul T Diamond
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2014-09-24       Impact factor: 3.802

4.  Effects of Short-Term Training of Community-Dwelling Elderly with Modular Interactive Tiles.

Authors:  Henrik Hautop Lund; Jari Due Jessen
Journal:  Games Health J       Date:  2014-10-01

5.  Therapeutic Uses of Active Videogames: A Systematic Review.

Authors:  Amanda E Staiano; Rachel Flynn
Journal:  Games Health J       Date:  2014-09-16

6.  Feasibility of a Novel Video Game-Based Electromyography Biofeedback System in Patients With Knee Osteoarthritis.

Authors:  Eileen Krepkovich; Mandeep Kaur; L Colby Mangum; Susan Saliba; Matthew Lichter; Aaron Olowin; Neal Richardson; Joseph Hart
Journal:  J Sport Rehabil       Date:  2022-06-10       Impact factor: 2.203

Review 7.  Health promotion for adolescent childhood leukemia survivors: building on prevention science and ehealth.

Authors:  Diane L Elliot; Susan J Lindemulder; Linn Goldberg; Diane D Stadler; Jennifer Smith
Journal:  Pediatr Blood Cancer       Date:  2012-10-25       Impact factor: 3.167

8.  Feasibility of Using Low-Cost Motion Capture for Automated Screening of Shoulder Motion Limitation after Breast Cancer Surgery.

Authors:  Valeriya Gritsenko; Eric Dailey; Nicholas Kyle; Matt Taylor; Sean Whittacre; Anne K Swisher
Journal:  PLoS One       Date:  2015-06-15       Impact factor: 3.240

9.  Validity and reliability of wii fit balance board for the assessment of balance of healthy young adults and the elderly.

Authors:  Wen-Dien Chang; Wan-Yi Chang; Chia-Lun Lee; Chi-Yen Feng
Journal:  J Phys Ther Sci       Date:  2013-11-20

Review 10.  Using the Wii Fit as a tool for balance assessment and neurorehabilitation: the first half decade of "Wii-search".

Authors:  Daniel J Goble; Brian L Cone; Brett W Fling
Journal:  J Neuroeng Rehabil       Date:  2014-02-08       Impact factor: 4.262

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