Literature DB >> 24232363

Video games and rehabilitation: using design principles to enhance engagement in physical therapy.

Keith Lohse1, Navid Shirzad, Alida Verster, Nicola Hodges, H F Machiel Van der Loos.   

Abstract

Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer a method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.

Entities:  

Mesh:

Year:  2013        PMID: 24232363     DOI: 10.1097/NPT.0000000000000017

Source DB:  PubMed          Journal:  J Neurol Phys Ther        ISSN: 1557-0576            Impact factor:   3.649


  37 in total

1.  Does Narrative Feedback Enhance Children's Motor Learning in a Virtual Environment?

Authors:  Danielle E Levac; Amy S Lu
Journal:  J Mot Behav       Date:  2018-04-30       Impact factor: 1.328

2.  "Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation.

Authors:  Danielle Levac; Deborah Espy; Emily Fox; Sujata Pradhan; Judith E Deutsch
Journal:  Phys Ther       Date:  2014-09-25

3.  Patient Engagement Is Related to Impairment Reduction During Digital Game-Based Therapy in Stroke.

Authors:  David Putrino; Helma Zanders; Taya Hamilton; Avrielle Rykman; Peter Lee; Dylan J Edwards
Journal:  Games Health J       Date:  2017-09-14

Review 4.  Virtual Reality in the Rehabilitation of Patients with Injuries and Diseases of Upper Extremities.

Authors:  Pinar Tokgöz; Susanne Stampa; Dirk Wähnert; Thomas Vordemvenne; Christoph Dockweiler
Journal:  Healthcare (Basel)       Date:  2022-06-16

5.  A Wearable Mixed Reality Platform to Augment Overground Walking: A Feasibility Study.

Authors:  Emily Evans; Megan Dass; William M Muter; Christopher Tuthill; Andrew Q Tan; Randy D Trumbower
Journal:  Front Hum Neurosci       Date:  2022-06-09       Impact factor: 3.473

6.  Using Non-Traditional Interfaces to Support Physical Therapy for Knee Strengthening.

Authors:  Andrea Torres; Gustavo López; Luis A Guerrero
Journal:  J Med Syst       Date:  2016-07-21       Impact factor: 4.460

7.  Trunk motion visual feedback during walking improves dynamic balance in older adults: Assessor blinded randomized controlled trial.

Authors:  Eric Anson; Lei Ma; Tippawan Meetam; Elizabeth Thompson; Roshita Rathore; Victoria Dean; John Jeka
Journal:  Gait Posture       Date:  2018-03-28       Impact factor: 2.840

8.  Doctoral physical therapy students’ increased confidence following exploration of active video gaming systems in a problem-based learning curriculum in the United States: a pre- and post-intervention study

Authors:  Michelle Elizabeth Wormley; Wendy Romney; Diana Veneri; Andrea Oberlander
Journal:  J Educ Eval Health Prof       Date:  2022-04-26

9.  Virtual reality therapy for adults post-stroke: a systematic review and meta-analysis exploring virtual environments and commercial games in therapy.

Authors:  Keith R Lohse; Courtney G E Hilderman; Katharine L Cheung; Sandy Tatla; H F Machiel Van der Loos
Journal:  PLoS One       Date:  2014-03-28       Impact factor: 3.240

10.  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

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