Literature DB >> 33381077

Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical Disabilities During a Global Pandemic.

Marika Demers1, Ophélie Martinie2,3, Carolee Winstein1, Maxime T Robert2,3.   

Abstract

Current guidelines against spread of coronavirus (COVID-19) interrupt non-essential rehabilitation services. Thus, individuals with physical disabilities such as children with cerebral palsy can no longer benefit from physical rehabilitation during this undetermined period. Using either a synchronous or asynchronous format, in collaboration with a therapist via telerehabilitation, we suggest that active video games and low-cost virtual reality are a promising delivery mode for at-home rehabilitation in the context of a global pandemic. This therapeutic modality, incorporated into an at-home individualized treatment plan, provides a means to lessen the impact of an interruption in rehabilitation services while not loosing the pre-pandemic, in-person physical activity gains. Growing evidence supports active video games and low-cost virtual reality as viable therapeutic interventions for children with physical disabilities. These technologies are especially well-accepted by pediatric populations for the ludic and motivating features that lend themselves to nearly seamless incorporation into telerehabilitation. Advantages for rehabilitation of active video games and low-cost virtual reality include a rich, challenging, multi-modal training environment in which high numbers of movement repetitions can be accomplished, and a unique opportunity to foster engaged practice actions that go beyond household activities. We offer suggestions for the clinician about how to adopt active video games and low-cost virtual reality into your practice during a global pandemic.
Copyright © 2020 Demers, Martinie, Winstein and Robert.

Entities:  

Keywords:  COVID-19; active video game; cerebral palsy; telerehabilitation; virtual rehabilitation

Year:  2020        PMID: 33381077      PMCID: PMC7767913          DOI: 10.3389/fneur.2020.601898

Source DB:  PubMed          Journal:  Front Neurol        ISSN: 1664-2295            Impact factor:   4.003


  6 in total

1.  Perceived barriers to physical activity during the 2nd lockdown in a northeastern state of Brazil.

Authors:  Evanice Avelino de Souza; Felipe Rocha Alves; Josana Nunes Façanha; Michele Gonçalves Romcy Torres
Journal:  Sport Sci Health       Date:  2021-09-02

2.  Education, Training, and Practices of Neurorehabilitation in India During the COVID-19 Pandemic.

Authors:  Nirmal Surya; Abhishek Srivastava; Taral Nagda; Deepak Palande; Hitav Someshwar
Journal:  Front Neurol       Date:  2021-02-10       Impact factor: 4.003

3.  Virtual reality applications for rehabilitation of COVID-19 patients: A systematic review.

Authors:  Milad Ahmadi Marzaleh; Mahmoudreza Peyravi; Negar Azhdari; Kambiz Bahaadinbeigy; Roxana Sharifian; Taha Samad-Soltani; Fatemeh Sarpourian
Journal:  Health Sci Rep       Date:  2022-10-03

4.  Temporal Fluctuation of Mood in Gaming Task Modulates Feedback Negativity: EEG Study With Virtual Reality.

Authors:  Yusuke Yokota; Yasushi Naruse
Journal:  Front Hum Neurosci       Date:  2021-06-03       Impact factor: 3.169

Review 5.  Effectiveness and Acceptability of Telerehabilitation in Physical Therapy during COVID-19 in Children: Findings of a Systematic Review.

Authors:  Asma Alonazi
Journal:  Children (Basel)       Date:  2021-11-29

6.  Kinect v2-Assisted Semi-Automated Method to Assess Upper Limb Motor Performance in Children.

Authors:  Celia Francisco-Martínez; José A Padilla-Medina; Juan Prado-Olivarez; Francisco J Pérez-Pinal; Alejandro I Barranco-Gutiérrez; Juan J Martínez-Nolasco
Journal:  Sensors (Basel)       Date:  2022-03-15       Impact factor: 3.576

  6 in total

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