Literature DB >> 27029647

Virtual reality gaming in the rehabilitation of the upper extremities post-stroke.

Michael Yates1, Arpad Kelemen1, Cecilia Sik Lanyi2.   

Abstract

BACKGROUND: Occurrences of strokes often result in unilateral upper limb dysfunction. Dysfunctions of this nature frequently persist and can present chronic limitations to activities of daily living.
METHODS: Research into applying virtual reality gaming systems to provide rehabilitation therapy have seen resurgence. Themes explored in stroke rehab for paretic limbs are action observation and imitation, versatility, intensity and repetition and preservation of gains. Fifteen articles were ultimately selected for review. The purpose of this literature review is to compare the various virtual reality gaming modalities in the current literature and ascertain their efficacy.
RESULTS: The literature supports the use of virtual reality gaming rehab therapy as equivalent to traditional therapies or as successful augmentation to those therapies. While some degree of rigor was displayed in the literature, small sample sizes, variation in study lengths and therapy durations and unequal controls reduce generalizability and comparability.
CONCLUSIONS: Future studies should incorporate larger sample sizes and post-intervention follow-up measures.

Entities:  

Keywords:  Gamification; Microsoft Xbox Kinect; Nintendo Wii; Sony PlayStation EyeToy; commercial game system; head-mounted display; interactive rehabilitation

Mesh:

Year:  2016        PMID: 27029647     DOI: 10.3109/02699052.2016.1144146

Source DB:  PubMed          Journal:  Brain Inj        ISSN: 0269-9052            Impact factor:   2.311


  12 in total

1.  Virtual Reality-guided, Dual-task, Body Trunk Balance Training in the Sitting Position Improved Walking Ability without Improving Leg Strength.

Authors:  Kyohei Omon; Masahiko Hara; Hideo Ishikawa
Journal:  Prog Rehabil Med       Date:  2019-05-31

2.  Use of Virtual Rehabilitation to Improve the Symmetry of Body Temperature, Balance, and Functionality of Patients with Stroke Sequelae.

Authors:  Aristela de Freitas Zanona; Raphael Fabricio de Souza; Felipe J Aidar; Dihogo Gama de Matos; Karine Morgana Batista Santos; Max da Conceição Paixão; Priscila Yukari Sewo Sampaio; Heleno Almeida Junior; Katia Karina Monte-Silva
Journal:  Ann Neurosci       Date:  2018-06-07

Review 3.  Upper Limb Home-Based Robotic Rehabilitation During COVID-19 Outbreak.

Authors:  Hemanth Manjunatha; Shrey Pareek; Sri Sadhan Jujjavarapu; Mostafa Ghobadi; Thenkurussi Kesavadas; Ehsan T Esfahani
Journal:  Front Robot AI       Date:  2021-05-24

4.  Kinect-based assessment of proximal arm non-use after a stroke.

Authors:  K K A Bakhti; I Laffont; M Muthalib; J Froger; D Mottet
Journal:  J Neuroeng Rehabil       Date:  2018-11-14       Impact factor: 4.262

Review 5.  Tracking the evolution of virtual reality applications to rehabilitation as a field of study.

Authors:  Emily A Keshner; Patrice Tamar Weiss; Dorit Geifman; Daphne Raban
Journal:  J Neuroeng Rehabil       Date:  2019-06-21       Impact factor: 4.262

Review 6.  Effects of Virtual Reality-Based Intervention on Cognition, Motor Function, Mood, and Activities of Daily Living in Patients With Chronic Stroke: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.

Authors:  Yong Gao; Lu Ma; Changsheng Lin; Shizhe Zhu; Lingling Yao; Hong Fan; Jianqiu Gong; Xiaobo Yan; Tong Wang
Journal:  Front Aging Neurosci       Date:  2021-12-13       Impact factor: 5.750

7.  Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study.

Authors:  Tim Vanbellingen; Suzanne J Filius; Thomas Nyffeler; Erwin E H van Wegen
Journal:  Front Neurol       Date:  2017-12-08       Impact factor: 4.003

8.  Safety and Feasibility of a First-Person View, Full-Body Interaction Game for Telerehabilitation Post-Stroke.

Authors:  Rachel Proffitt; Jessica Warren; Belinda Lange; Chien-Yen Chang
Journal:  Int J Telerehabil       Date:  2018-08-03

9.  Exoskeletons With Virtual Reality, Augmented Reality, and Gamification for Stroke Patients' Rehabilitation: Systematic Review.

Authors:  Omar Mubin; Fady Alnajjar; Nalini Jishtu; Belal Alsinglawi; Abdullah Al Mahmud
Journal:  JMIR Rehabil Assist Technol       Date:  2019-09-08

10.  Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement.

Authors:  Iulia-Cristina Stanica; Florica Moldoveanu; Giovanni-Paul Portelli; Maria-Iuliana Dascalu; Alin Moldoveanu; Mariana Georgiana Ristea
Journal:  Sensors (Basel)       Date:  2020-10-23       Impact factor: 3.576

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