Literature DB >> 24661797

Commercial gaming devices for stroke upper limb rehabilitation: a systematic review.

Katie Thomson1, Alex Pollock, Carol Bugge, Marian Brady.   

Abstract

BACKGROUND AND
PURPOSE: Rehabilitation using commercial gaming devices is a new concept for stroke care. Commercial gaming devices such as Nintendo Wii or Sony PlayStation encourage high repetition of arm movements and are being introduced into some clinical settings. The evidence base for gaming use in rehabilitation is growing rapidly and there is a need to systematically synthesise research. Our review aims to integrate evidence on how gaming is being used, explore patient/therapist experience and synthesise evidence of effectiveness. SUMMARY OF REVIEW: An integrative systematic review was undertaken searching Cochrane Central Register of Controlled Trials (2013), Medline (2013), Embase (2013) and twelve additional databases. Two review authors independently selected studies based on pre-defined inclusion criteria, extracted data and assessed risk of bias. Nineteen studies including 215 patients met inclusion criteria. Studies were typically small scale feasibility studies using a range of research designs, limiting the ability to reach generalised conclusions. Results have been tabulated (activities of daily living, upper limb function/ movement) and qualitative themes identified. Findings suggest that most patients enjoy using commercial gaming and can tolerate 180 mins per week without significant adverse effects. A trend towards improvement was noted for upper limb function/ movement. Few studies recorded outcomes related to activities of daily living or focused on understanding patients' experiences of this intervention.
CONCLUSION: Commercial gaming can provide high intensity upper limb practice however there is insufficient high quality evidence to reach generalisable conclusions about risks or benefits on activities of daily living or upper limb function/movement.
© 2014 The Authors. International Journal of Stroke © 2014 World Stroke Organization.

Entities:  

Keywords:  commercial gaming; rehabilitation; stroke; upper limb

Mesh:

Year:  2014        PMID: 24661797     DOI: 10.1111/ijs.12263

Source DB:  PubMed          Journal:  Int J Stroke        ISSN: 1747-4930            Impact factor:   5.266


  16 in total

1.  Surface Electromyography-Driven Therapeutic Gaming for Rehabilitation of Upper Extremity Weakness: A Pilot Study.

Authors:  Yusha Liu; Rafael M L Silva; Jeffrey B Friedrich; Dennis S Kao; Pierre D Mourad; Aaron E Bunnell
Journal:  Plast Reconstr Surg       Date:  2022-05-10       Impact factor: 5.169

Review 2.  Stroke Rehabilitation Using Virtual Environments.

Authors:  Michael J Fu; Jayme S Knutson; John Chae
Journal:  Phys Med Rehabil Clin N Am       Date:  2015-08-01       Impact factor: 1.784

Review 3.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Stacey George; Susie Thomas; Judith E Deutsch; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2015-02-12

4.  Effects of Specific Virtual Reality-Based Therapy for the Rehabilitation of the Upper Limb Motor Function Post-Ictus: Randomized Controlled Trial.

Authors:  Marta Rodríguez-Hernández; Begoña Polonio-López; Ana-Isabel Corregidor-Sánchez; José L Martín-Conty; Alicia Mohedano-Moriano; Juan-José Criado-Álvarez
Journal:  Brain Sci       Date:  2021-04-28

5.  Democratizing Neurorehabilitation: How Accessible are Low-Cost Mobile-Gaming Technologies for Self-Rehabilitation of Arm Disability in Stroke?

Authors:  Paul Rinne; Michael Mace; Tagore Nakornchai; Karl Zimmerman; Susannah Fayer; Pankaj Sharma; Jean-Luc Liardon; Etienne Burdet; Paul Bentley
Journal:  PLoS One       Date:  2016-10-05       Impact factor: 3.240

6.  A Mixed Methods Small Pilot Study to Describe the Effects of Upper Limb Training Using a Virtual Reality Gaming System in People with Chronic Stroke.

Authors:  Rachel C Stockley; Deborah A O'Connor; Phil Smith; Sylvia Moss; Lizzie Allsop; Wendy Edge
Journal:  Rehabil Res Pract       Date:  2017-01-18

7.  Patients' and Health Professionals' Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy.

Authors:  Hanne Pallesen; Mette Brændstrup Andersen; Gunhild Mo Hansen; Camilla Biering Lundquist; Iris Brunner
Journal:  Rehabil Res Pract       Date:  2018-02-08

8.  Clinical feasibility of interactive motion-controlled games for stroke rehabilitation.

Authors:  Kelly J Bower; Julie Louie; Yoseph Landesrocha; Paul Seedy; Alexandra Gorelik; Julie Bernhardt
Journal:  J Neuroeng Rehabil       Date:  2015-08-02       Impact factor: 4.262

Review 9.  Does a Combination of Virtual Reality, Neuromodulation and Neuroimaging Provide a Comprehensive Platform for Neurorehabilitation? - A Narrative Review of the Literature.

Authors:  Wei-Peng Teo; Makii Muthalib; Sami Yamin; Ashlee M Hendy; Kelly Bramstedt; Eleftheria Kotsopoulos; Stephane Perrey; Hasan Ayaz
Journal:  Front Hum Neurosci       Date:  2016-06-24       Impact factor: 3.169

Review 10.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Belinda Lange; Stacey George; Judith E Deutsch; Gustavo Saposnik; Maria Crotty
Journal:  Cochrane Database Syst Rev       Date:  2017-11-20
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