Literature DB >> 33306029

Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review.

Elisavet Koutsiana1, Ioannis Ladakis1, Dimitris Fotopoulos1, Achilleas Chytas1, Vassilis Kilintzis1, Ioanna Chouvarda1.   

Abstract

BACKGROUND: Serious gaming has increasingly gained attention as a potential new component in clinical practice. Specifically, its use in the rehabilitation of motor dysfunctions has been intensively researched during the past three decades.
OBJECTIVE: The aim of this scoping review was to evaluate the current role of serious games in upper extremity rehabilitation, and to identify common methods and practice as well as technology patterns. This objective was approached via the exploration of published research efforts over time.
METHODS: The literature search, using the PubMed and Scopus databases, included articles published from 1999 to 2019. The eligibility criteria were (i) any form of game-based arm rehabilitation; (ii) published in a peer-reviewed journal or conference; (iii) introduce a game in an electronic format; (iv) published in English; and (v) not a review, meta-analysis, or conference abstract. The search strategy identified 169 relevant articles.
RESULTS: The results indicated an increasing research trend in the domain of serious gaming deployment in upper extremity rehabilitation. Furthermore, differences regarding the number of publications and the game approach were noted between studies that used commercial devices in their rehabilitation systems and those that proposed a custom-made robotic arm, glove, or other devices for the connection and interaction with the game platform. A particularly relevant observation concerns the evaluation of the introduced systems. Although one-third of the studies evaluated their implementations with patients, in most cases, there is the need for a larger number of participants and better testing of the rehabilitation scheme efficiency over time. Most of the studies that included some form of assessment for the introduced rehabilitation game mentioned user experience as one of the factors considered for evaluation of the system. Besides user experience assessment, the most common evaluation method involving patients was the use of standard medical tests. Finally, a few studies attempted to extract game features to introduce quantitative measurements for the evaluation of patient improvement.
CONCLUSIONS: This paper presents an overview of a significant research topic and highlights the current state of the field. Despite extensive attempts for the development of gamified rehabilitation systems, there is no definite answer as to whether a serious game is a favorable means for upper extremity functionality improvement; however, this certainly constitutes a supplementary means for motivation. The development of a unified performance quantification framework and more extensive experiments could generate richer evidence and contribute toward this direction. ©Elisavet Koutsiana, Ioannis Ladakis, Dimitris Fotopoulos, Achilleas Chytas, Vassilis Kilintzis, Ioanna Chouvarda. Originally published in JMIR Serious Games (http://games.jmir.org), 11.12.2020.

Entities:  

Keywords:  gamification; rehabilitation; serious gaming; upper extremity; upper limb

Year:  2020        PMID: 33306029     DOI: 10.2196/19071

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  5 in total

1.  Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.

Authors:  Yue Wang; Zhao Wang; Guoqing Liu; Zhangyi Wang; Qinglong Wang; Yishan Yan; Jing Wang; Yue Zhu; Weijie Gao; Xiangling Kan; Zhiguo Zhang; Lixia Jia; Xiaoli Pang
Journal:  Front Public Health       Date:  2022-06-10

2.  Serious Games Are Not Serious Enough for Myoelectric Prosthetics.

Authors:  Christian Alexander Garske; Matthew Dyson; Sigrid Dupan; Graham Morgan; Kianoush Nazarpour
Journal:  JMIR Serious Games       Date:  2021-11-08       Impact factor: 4.143

Review 3.  Application of Digital Games for Speech Therapy in Children: A Systematic Review of Features and Challenges.

Authors:  Soheila Saeedi; Hamid Bouraghi; Mohammad-Sadegh Seifpanahi; Marjan Ghazisaeedi
Journal:  J Healthc Eng       Date:  2022-04-25       Impact factor: 3.822

4.  Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal.

Authors:  María Del Pilar Beristain-Colorado; Jorge Fernando Ambros-Antemate; Marciano Vargas-Treviño; Jaime Gutiérrez-Gutiérrez; Adriana Moreno-Rodriguez; Pedro Antonio Hernández-Cruz; Itandehui Belem Gallegos-Velasco; Rafael Torres-Rosas
Journal:  JMIR Serious Games       Date:  2021-06-24       Impact factor: 4.143

5.  Serious Games for Training Myoelectric Prostheses through Multi-Contact Devices.

Authors:  Rosa M Carro; Fernando G Costales; Alvaro Ortigosa
Journal:  Children (Basel)       Date:  2022-03-16
  5 in total

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