Literature DB >> 23713408

The GestureTek virtual reality system in rehabilitation: a scoping review.

Stephanie M N Glegg1, Sandy K Tatla, Liisa Holsti.   

Abstract

PURPOSE: To identify, to map out and to appraise research examining GestureTek virtual reality (VR) use for physical and cognitive rehabilitation and to highlight areas for future research.
METHOD: Scoping review methodology was used to systematically and comprehensively search the academic and grey literature for GestureTek-specific research. Consensus was achieved following two reviewers' independent inclusion screening, data extraction and appraisal.
RESULTS: Forty-four studies evaluated the utility and efficacy of the IREX, GX, VMall and Meal Maker software for rehabilitation across a range of populations, with few adverse events reported. Stroke and cerebral palsy research dominated, while geriatrics was largely overlooked. Efficacy research provided support for balance, mobility, upper extremity, cognitive, fitness and daily living skills outcomes for specific populations with effect sizes ranging from 0.19 to 3.34. Nevertheless, few strong quality or high-level studies are available, and no clear guidelines on optimal treatment characteristics exist. Outcomes of primary interest were at ICF body function and activity levels; evaluation of transfer of training across ICF levels is needed.
CONCLUSIONS: This literature provides preliminary evidence for the technology's efficacy for rehabilitation. Identified research gaps relate to study quality and design, treatment characteristics, populations and outcomes of interest, including transfer across ICF levels. IMPLICATIONS FOR REHABILITATION: There is limited high-level evidence to support the use of the GestureTek virtual reality system for rehabilitation. Moderate to strong quality evidence exists primarily for the stroke and cerebral palsy populations, and primarily for balance, mobility and upper extremity outcomes. A lack of consistent outcome measures in this body of literature has created "silos" of research that cannot be quantitatively combined using a meta-analytic strategy.

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Year:  2013        PMID: 23713408     DOI: 10.3109/17483107.2013.799236

Source DB:  PubMed          Journal:  Disabil Rehabil Assist Technol        ISSN: 1748-3107


  11 in total

Review 1.  Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review.

Authors:  Stephanie Miranda Nadine Glegg; Danielle Elaine Levac
Journal:  PM R       Date:  2018-11       Impact factor: 2.298

2.  The effects of exergaming on pain, postural control, technology acceptance and flow experience in older people with chronic musculoskeletal pain: a randomised controlled trial.

Authors:  Jae-Llane Ditchburn; Paul van Schaik; John Dixon; Alasdair MacSween; Denis Martin
Journal:  BMC Sports Sci Med Rehabil       Date:  2020-10-09

3.  Home-Based Functional Electrical Stimulation-Assisted Hand Therapy Video Games for Children With Hemiplegia: Development and Proof-of-Concept.

Authors:  Michael J Fu; Anna Curby; Ryan Suder; Benjamin Katholi; Jayme S Knutson
Journal:  IEEE Trans Neural Syst Rehabil Eng       Date:  2020-05-11       Impact factor: 3.802

Review 4.  Does a Wii-based exercise program enhance balance control of independently functioning older adults? A systematic review.

Authors:  Yocheved Laufer; Gali Dar; Einat Kodesh
Journal:  Clin Interv Aging       Date:  2014-10-23       Impact factor: 4.458

5.  A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation.

Authors:  Danielle Levac; Stephanie M N Glegg; Heidi Sveistrup; Heather Colquhoun; Patricia A Miller; Hillel Finestone; Vincent DePaul; Jocelyn E Harris; Diana Velikonja
Journal:  BMC Health Serv Res       Date:  2016-10-06       Impact factor: 2.655

6.  Promoting Therapists' Use of Motor Learning Strategies within Virtual Reality-Based Stroke Rehabilitation.

Authors:  Danielle E Levac; Stephanie M N Glegg; Heidi Sveistrup; Heather Colquhoun; Patricia Miller; Hillel Finestone; Vincent DePaul; Jocelyn E Harris; Diana Velikonja
Journal:  PLoS One       Date:  2016-12-19       Impact factor: 3.240

7.  End-user involvement in rehabilitation virtual reality implementation research.

Authors:  Rachel Proffitt; Stephanie Glegg; Danielle Levac; Belinda Lange
Journal:  J Enabling Technol       Date:  2019-06-17

8.  Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

Authors:  Sandy K Tatla; Navid Shirzad; Keith R Lohse; Naznin Virji-Babul; Alison M Hoens; Liisa Holsti; Linda C Li; Kimberly J Miller; Melanie Y Lam; H F Machiel Van der Loos
Journal:  JMIR Serious Games       Date:  2015-03-10       Impact factor: 4.143

9.  Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study.

Authors:  Miel A P Vugts; Margot C W Joosen; Alfonsus H M M van Bergen; Hubertus J M Vrijhoef
Journal:  JMIR Serious Games       Date:  2016-04-01       Impact factor: 4.143

10.  Development and Reliability Evaluation of the Movement Rating Instrument for Virtual Reality Video Game Play.

Authors:  Danielle Levac; Joanna Nawrotek; Emilie Deschenes; Tia Giguere; Julie Serafin; Martin Bilodeau; Heidi Sveistrup
Journal:  JMIR Serious Games       Date:  2016-06-01       Impact factor: 4.143

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