Literature DB >> 31186903

The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation.

N Barrett1,2, I Swain1,2, C Gatzidis2, C Mecheraoui1.   

Abstract

Upper limb exercise is often neglected during post-stroke rehabilitation. Video games have been shown to be useful in providing environments in which patients can practise repetitive, functionally meaningful movements, and in inducing neuroplasticity. The design of video games is often focused upon a number of fundamental principles, such as reward, goals, challenge and the concept of meaningful play, and these same principles are important in the design of games for rehabilitation. Further to this, there have been several attempts for the strengthening of the relationship between commercial game design and rehabilitative game design, the former providing insight into factors that can increase motivation and engagement with the latter. In this article, we present an overview of various game design principles and the theoretical grounding behind their presence, in addition to attempts made to utilise these principles in the creation of upper limb stroke rehabilitation systems and the outcomes of their use. We also present research aiming to move the collaborative efforts of designers and therapists towards a model for the structured design of these games and the various steps taken concerning the theoretical classification and mapping of game design concepts with intended cognitive and motor outcomes.

Entities:  

Keywords:  Video games; game design theory; rehabilitation; stroke; upper limb

Year:  2016        PMID: 31186903      PMCID: PMC6453078          DOI: 10.1177/2055668316643644

Source DB:  PubMed          Journal:  J Rehabil Assist Technol Eng        ISSN: 2055-6683


  78 in total

1.  Effects of repetitive motor training on movement representations in adult squirrel monkeys: role of use versus learning.

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Journal:  Neurobiol Learn Mem       Date:  2000-07       Impact factor: 2.877

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3.  Challenge point: a framework for conceptualizing the effects of various practice conditions in motor learning.

Authors:  Mark A Guadagnoli; Timothy D Lee
Journal:  J Mot Behav       Date:  2004-06       Impact factor: 1.328

4.  The structural characteristics of video games: a psycho-structural analysis.

Authors:  Richard T A Wood; Mark D Griffiths; Darren Chappell; Mark N O Davies
Journal:  Cyberpsychol Behav       Date:  2004-02

Review 5.  Motor learning: its relevance to stroke recovery and neurorehabilitation.

Authors:  John W Krakauer
Journal:  Curr Opin Neurol       Date:  2006-02       Impact factor: 5.710

6.  Qualitative analysis of stroke patients' motivation for rehabilitation.

Authors:  N Maclean; P Pound; C Wolfe; A Rudd
Journal:  BMJ       Date:  2000-10-28

7.  Enabling occupational performance: optimal experiences in therapy.

Authors:  K L Rebeiro; J M Polgar
Journal:  Can J Occup Ther       Date:  1999-02       Impact factor: 1.614

8.  Spasticity after stroke: its occurrence and association with motor impairments and activity limitations.

Authors:  Disa K Sommerfeld; Elsy U-B Eek; Anna-Karin Svensson; Lotta Widén Holmqvist; Magnus H von Arbin
Journal:  Stroke       Date:  2003-12-18       Impact factor: 7.914

9.  Firing modes of midbrain dopamine cells in the freely moving rat.

Authors:  B I Hyland; J N J Reynolds; J Hay; C G Perk; R Miller
Journal:  Neuroscience       Date:  2002       Impact factor: 3.590

Review 10.  Motor rehabilitation and brain plasticity after hemiparetic stroke.

Authors:  Judith D Schaechter
Journal:  Prog Neurobiol       Date:  2004-05       Impact factor: 11.685

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  8 in total

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Review 2.  Immersive virtual reality health games: a narrative review of game design.

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Journal:  J Neuroeng Rehabil       Date:  2021-02-11       Impact factor: 4.262

3.  Safety, feasibility, acceptability and preliminary effects of the Neurofenix platform for Rehabilitation via HOMe Based gaming exercise for the Upper-limb post Stroke (RHOMBUS): results of a feasibility intervention study.

Authors:  Cherry Kilbride; Daniel J M Scott; Tom Butcher; Meriel Norris; Alyson Warland; Nana Anokye; Elizabeth Cassidy; Karen Baker; Dimitrios A Athanasiou; Guillem Singla-Buxarrais; Alexander Nowicky; Jennifer Ryan
Journal:  BMJ Open       Date:  2022-02-28       Impact factor: 2.692

4.  Active Virtual Reality for Chronic Primary Pain: Mixed Methods Randomized Pilot Study.

Authors:  Natalie Tuck; Catherine Pollard; Clinton Good; Caitlin Williams; Gwyn Lewis; Murray Hames; Tipu Aamir; Debbie Bean
Journal:  JMIR Form Res       Date:  2022-07-13

Review 5.  Effectiveness of Using Virtual Reality-Supported Exercise Therapy for Upper Extremity Motor Rehabilitation in Patients With Stroke: Systematic Review and Meta-analysis of Randomized Controlled Trials.

Authors:  Jiayin Chen; Calvin Kalun Or; Tianrong Chen
Journal:  J Med Internet Res       Date:  2022-06-20       Impact factor: 7.076

6.  A real-time algorithm for the detection of compensatory movements during reaching.

Authors:  Edward Averell; Don Knox; Frederike van Wijck
Journal:  J Rehabil Assist Technol Eng       Date:  2022-09-01

7.  Exercising with Baxter: preliminary support for assistive social-physical human-robot interaction.

Authors:  Naomi T Fitter; Mayumi Mohan; Katherine J Kuchenbecker; Michelle J Johnson
Journal:  J Neuroeng Rehabil       Date:  2020-02-17       Impact factor: 4.262

8.  A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study.

Authors:  Hector Beltran-Alacreu; Gonzalo Navarro-Fernández; Daniela Godia-Lledó; Lucas Graell-Pasarón; Álvaro Ramos-González; Rafael Raya; Aitor Martin-Pintado Zugasti; Josue Fernandez-Carnero
Journal:  JMIR Serious Games       Date:  2022-02-01       Impact factor: 4.143

  8 in total

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