Literature DB >> 28654475

Virtual Reality and Serious Games in Neurorehabilitation of Children and Adults: Prevention, Plasticity, and Participation.

Judith E Deutsch1, Sarah Westcott McCoy.   

Abstract

Use of virtual reality (VR) and serious games (SGs) interventions within rehabilitation as motivating tools for task specific training for individuals with neurological conditions are fast-developing. Within this perspective paper we use the framework of the IV STEP conference to summarize the literature on VR and SG for children and adults by three topics: Prevention; Outcomes: Body-Function-Structure, Activity and Participation; and Plasticity. Overall the literature in this area offers support for use of VR and SGs to improve body functions and to some extent activity domain outcomes. Critical analysis of clients' goals and selective evaluation of VR and SGs are necessary to appropriately take advantage of these tools within intervention. Further research on prevention, participation, and plasticity is warranted. We offer suggestions for bridging the gap between research and practice integrating VR and SGs into physical therapist education and practice.

Entities:  

Mesh:

Year:  2017        PMID: 28654475      PMCID: PMC5488703          DOI: 10.1097/PEP.0000000000000387

Source DB:  PubMed          Journal:  Pediatr Phys Ther        ISSN: 0898-5669            Impact factor:   3.049


  133 in total

1.  Virtual reality-augmented rehabilitation for patients following stroke.

Authors:  Alma S Merians; David Jack; Rares Boian; Marilyn Tremaine; Grigore C Burdea; Sergei V Adamovich; Michael Recce; Howard Poizner
Journal:  Phys Ther       Date:  2002-09

2.  The influence of virtual reality play on children's motivation.

Authors:  Kristen Harris; Denise Reid
Journal:  Can J Occup Ther       Date:  2005-02       Impact factor: 1.614

3.  Effects of modified constraint-induced movement therapy in virtual environment on upper-limb function in children with spastic hemiparetic cerebral palsy: a randomised controlled trial.

Authors:  Hamid Reza Rostami; Ali Asghar Arastoo; Seifollah Jahantabi Nejad; Mohammad Khayatzadeh Mahany; Reza Azizi Malamiri; Shahin Goharpey
Journal:  NeuroRehabilitation       Date:  2012       Impact factor: 2.138

4.  A pilot single-blind multicentre randomized controlled trial to evaluate the potential benefits of computer-assisted arm rehabilitation gaming technology on the arm function of children with spastic cerebral palsy.

Authors:  Nick Preston; Andrew Weightman; Justin Gallagher; Martin Levesley; Mark Mon-Williams; Mike Clarke; Rory J O'Connor
Journal:  Clin Rehabil       Date:  2015-09-13       Impact factor: 3.477

5.  Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy.

Authors:  Marlene Sandlund; Eva Lindh Waterworth; Charlotte Häger
Journal:  Dev Neurorehabil       Date:  2011       Impact factor: 2.308

6.  Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

Authors:  Maxime Robert; Laurent Ballaz; Raphael Hart; Martin Lemay
Journal:  Phys Ther       Date:  2013-04-11

7.  Randomized controlled trial of web-based multimodal therapy for unilateral cerebral palsy to improve occupational performance.

Authors:  Sarah James; Jenny Ziviani; Robert S Ware; Roslyn N Boyd
Journal:  Dev Med Child Neurol       Date:  2015-02-27       Impact factor: 5.449

Review 8.  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

9.  V-TIME: a treadmill training program augmented by virtual reality to decrease fall risk in older adults: study design of a randomized controlled trial.

Authors:  Anat Mirelman; Lynn Rochester; Miriam Reelick; Freek Nieuwhof; Elisa Pelosin; Giovanni Abbruzzese; Kim Dockx; Alice Nieuwboer; Jeffrey M Hausdorff
Journal:  BMC Neurol       Date:  2013-02-06       Impact factor: 2.474

10.  Move it to improve it (Mitii): study protocol of a randomised controlled trial of a novel web-based multimodal training program for children and adolescents with cerebral palsy.

Authors:  Roslyn N Boyd; Louise E Mitchell; Sarah T James; Jenny Ziviani; Leanne Sakzewski; Anthony Smith; Stephen Rose; Ross Cunnington; Koa Whittingham; Robert S Ware; Tracey A Comans; Paul A Scuffham
Journal:  BMJ Open       Date:  2013-04-10       Impact factor: 2.692

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  13 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

Review 2.  Posterior Fossa Tumor Rehabilitation: An Up-to-Date Overview.

Authors:  Daniela Pia Rosaria Chieffo; Federica Lino; Valentina Arcangeli; Federica Moriconi; Paolo Frassanito; Luca Massimi; Gianpiero Tamburrini
Journal:  Children (Basel)       Date:  2022-06-16

3.  Usability evaluation of an interactive leg press training robot for children with neuromuscular impairments.

Authors:  Farouk Chrif; Hubertus J A van Hedel; Mauro Vivian; Tobias Nef; Kenneth J Hunt
Journal:  Technol Health Care       Date:  2022       Impact factor: 1.205

Review 4.  What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.

Authors:  Nina Rohrbach; Emily Chicklis; Danielle Elaine Levac
Journal:  J Neuroeng Rehabil       Date:  2019-06-27       Impact factor: 4.262

5.  Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study.

Authors:  Byron Lai; Drew Davis; Mai Narasaki-Jara; Betsy Hopson; Danielle Powell; Marissa Gowey; Brandon G Rocque; James H Rimmer
Journal:  JMIR Serious Games       Date:  2020-09-03       Impact factor: 4.143

6.  Mobile-Based Health Apps to Promote Physical Activity During COVID-19 Lockdowns.

Authors:  Adarsh Kumar Srivastav; Sarita Khadayat; Asir John Samuel
Journal:  J Rehabil Med Clin Commun       Date:  2021-02-25

7.  Virtual Reality Fitness (VRF) for Behavior Management During the COVID-19 Pandemic: A Mediation Analysis Approach.

Authors:  Jingning Yang; Rashid Menhas; Jianhui Dai; Tehmina Younas; Usama Anwar; Waseem Iqbal; Rizwan Ahmed Laar; Muhammad Muddasar Saeed
Journal:  Psychol Res Behav Manag       Date:  2022-01-20

8.  Examining the Feasibility of Early Mobilization With Virtual Reality Gaming Using Head-Mounted Display and Adaptive Software With Adolescents in the Pediatric Intensive Care Unit: Case Report.

Authors:  Byron Lai; Maegen Powell; Anne Grace Clement; Drew Davis; Erin Swanson-Kimani; Leslie Hayes
Journal:  JMIR Rehabil Assist Technol       Date:  2021-05-27

Review 9.  Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD.

Authors:  Albert 'Skip' Rizzo; Russell Shilling
Journal:  Eur J Psychotraumatol       Date:  2017-01-16

10.  Effectiveness of Virtual Reality Interventions for Adolescent Patients in Hospital Settings: Systematic Review.

Authors:  Brad Ridout; Joshua Kelson; Andrew Campbell; Kate Steinbeck
Journal:  J Med Internet Res       Date:  2021-06-28       Impact factor: 5.428

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