| Literature DB >> 25309631 |
Seline Wüest1, Rolf van de Langenberg1, Eling D de Bruin1.
Abstract
Virtual rehabilitation approaches for promoting motor recovery has attracted considerable attention in recent years. It appears to be a useful tool to provide beneficial and motivational rehabilitation conditions. Following a stroke, hemiparesis is one of the most disabling impairments and, therefore, many affected people often show substantial deficits in walking abilities. Hence, one of the major goals of stroke rehabilitation is to improve patients' gait characteristics and hence to regain their highest possible level of walking ability. Because previous studies indicate a relationship between walking and balance ability, this article proposes a stroke rehabilitation program that targets balance impairments to improve walking in stroke survivors. Most currently, available stroke rehabilitation programs lack a theory-driven, feasible template consistent with widely accepted motor learning principles and theories in rehabilitation. To address this hiatus, we explore the potential of a set of virtual reality games specifically developed for stroke rehabilitation and ordered according to an established two-dimensional motor skill classification taxonomy. We argue that the ensuing "exergame"-based rehabilitation program warrants individually tailored balance progression in a learning environment that allows variable practice and hence optimizes the recovery of walking ability.Entities:
Keywords: Exergames; Gentile's taxonomy; Motor learning; Stroke rehabilitation; Virtual reality
Year: 2013 PMID: 25309631 PMCID: PMC4180860 DOI: 10.1007/s11556-013-0136-6
Source DB: PubMed Journal: Eur Rev Aging Phys Act ISSN: 1813-7253 Impact factor: 3.878
Gentile's taxonomy of motor skills [35]
Exergame scenarios corresponding to Gentile's skill categories
Gentile's taxonomy of motor skills divided into seven levels of difficulty (ordered diagonally)