Literature DB >> 29138050

Systematic Review on the Effects of Serious Games and Wearable Technology Used in Rehabilitation of Patients With Traumatic Bone and Soft Tissue Injuries.

Henriëtte A Meijer1, Maurits Graafland1, J Carel Goslings2, Marlies P Schijven3.   

Abstract

OBJECTIVE: To assess the effects on functional outcomes and treatment adherence of wearable technology and serious games (ie, interactive computer applications with specific purposes useful in the "real world") currently used in physical rehabilitation of patients after traumatic bone and soft tissue injuries. DATA SOURCES: PubMed, EMBASE, Cochrane Library, and Current Index to Nursing and Allied Health Literature were searched without publication date restrictions for the terms wearable, serious game, videogame or mobile application, and rehabilitation, exercise therapy, and physiotherapy. STUDY SELECTION: The search yielded 2704 eligible articles, which were screened by 2 independent reviewers. Studies comparing serious games to standard therapy were included. DATA EXTRACTION: Methodology and results of the studies were critically appraised in conformity with Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. DATA SYNTHESIS: Twelve articles were included, all of which tested "off-the-shelf" games. No studies on "wearable-controlled" games or games specifically developed for rehabilitation could be included. Medical conditions included postoperative rehabilitation and acute traumatic injuries. All studies were of low to moderate quality. Only 2 studies found beneficial effects of serious games compared to conventional therapy. One of 3 studies reporting pain scores found beneficial effects of serious games compared to physiotherapy. One of 5 trials reporting treatment adherence found a statistically significant advantage in the game group compared to conventional physiotherapy. Because of heterogeneity in study design and outcome measures, pooling of data was not possible.
CONCLUSIONS: Serious games seem a safe alternative or addition to conventional physiotherapy after traumatic bone and soft tissue injuries. Future research should determine their validity and effectiveness in rehabilitation therapy, next to their cost-effectiveness and effect on treatment adherence.
Copyright © 2017 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Orthopedics; Rehabilitation; Telemedicine; Video games; Wearable electronic devices; Wounds and injuries

Mesh:

Year:  2017        PMID: 29138050     DOI: 10.1016/j.apmr.2017.10.018

Source DB:  PubMed          Journal:  Arch Phys Med Rehabil        ISSN: 0003-9993            Impact factor:   3.966


  10 in total

1.  Emerging simulation technologies in global craniofacial surgical training.

Authors:  Divya Mehrotra; A F Markus
Journal:  J Oral Biol Craniofac Res       Date:  2021-06-27

2.  Face Validity and Content Validity of a Game for Distal Radius Fracture Rehabilitation.

Authors:  Henriëtte A W Meijer; Maurits Graafland; Miryam C Obdeijn; J Carel Goslings; Marlies P Schijven
Journal:  J Wrist Surg       Date:  2019-05-28

3.  Home-based rehabilitation using smart wearable knee exercise device with electrical stimulation after anterior cruciate ligament reconstruction: A study protocol for a randomized controlled trial.

Authors:  Gowun Kim; Won-Seok Kim; Tae Woo Kim; Yong Seuk Lee; Hooman Lee; Nam-Jong Paik
Journal:  Medicine (Baltimore)       Date:  2020-05       Impact factor: 1.889

4.  Intelligent Rehabilitation Assistance Tools for Distal Radius Fracture: A Systematic Review Based on Literatures and Mobile Application Stores.

Authors:  Yalan Chen; Yijun Yu; Xin Lin; Zhenwei Han; Zhe Feng; Xinyi Hua; Dongliang Chen; Xiaotao Xu; Yuanpeng Zhang; Guheng Wang
Journal:  Comput Math Methods Med       Date:  2020-09-29       Impact factor: 2.238

5.  Serious game versus standard care for rehabilitation after distal radius fractures: a protocol for a multicentre randomised controlled trial.

Authors:  Henriëtte A W Meijer; Maurits Graafland; Miryam C Obdeijn; Susan van Dieren; J Carel Goslings; Marlies P Schijven
Journal:  BMJ Open       Date:  2021-03-30       Impact factor: 2.692

6.  Effects of Systemic Rehabilitation Nursing Combined with WeChat Publicity and Education on the Early Cognitive Function and Living Quality of the Patients with Cerebral Arterial Thrombosis.

Authors:  Zheng Jin; Fang Guo; Yan Li
Journal:  J Healthc Eng       Date:  2022-02-24       Impact factor: 2.682

Review 7.  The Effectiveness of Serious Games in Improving Memory Among Older Adults With Cognitive Impairment: Systematic Review and Meta-analysis.

Authors:  Alaa Abd-Alrazaq; Dari Alhuwail; Eiman Al-Jafar; Arfan Ahmed; Farag Shuweihdi; Shuja Mohd Reagu; Mowafa Househ
Journal:  JMIR Serious Games       Date:  2022-08-09       Impact factor: 3.364

8.  An Inexpensive and Easy to Use Cervical Range of Motion Measurement Solution Using Inertial Sensors.

Authors:  Rafael Raya; Rodrigo Garcia-Carmona; Cristina Sanchez; Eloy Urendes; Oscar Ramirez; Alvaro Martin; Abraham Otero
Journal:  Sensors (Basel)       Date:  2018-08-07       Impact factor: 3.576

9.  Camera-Based Monitoring of Neck Movements for Cervical Rehabilitation Mobile Applications.

Authors:  Iosune Salinas-Bueno; Maria Francesca Roig-Maimó; Pau Martínez-Bueso; Katia San-Sebastián-Fernández; Javier Varona; Ramon Mas-Sansó
Journal:  Sensors (Basel)       Date:  2021-03-23       Impact factor: 3.576

Review 10.  An Investigation Into the Use of mHealth in Musculoskeletal Physiotherapy: Scoping Review.

Authors:  Jonathon M R Agnew; Catherine E Hanratty; Joseph G McVeigh; Chris Nugent; Daniel P Kerr
Journal:  JMIR Rehabil Assist Technol       Date:  2022-03-11
  10 in total

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