| Literature DB >> 34567491 |
Soheila Saeedi1, Marjan Ghazisaeedi1, Sorayya Rezayi1.
Abstract
OBJECTIVE: A large number of patients need critical physical rehabilitation after the stroke. This study aimed to review and report the result of published studies, in which newly emerged games were employed for physical rehabilitating in poststroke patients.Entities:
Mesh:
Year: 2021 PMID: 34567491 PMCID: PMC8457987 DOI: 10.1155/2021/9928509
Source DB: PubMed Journal: J Healthc Eng ISSN: 2040-2295 Impact factor: 2.682
Search strategy for each database.
| Database | Search strategy |
|---|---|
| PubMed | (“Stroke”[Mesh] OR “cerebrovascular accident” OR “cerebrovascular accidents” OR “CVA” OR “CVAs” OR “cerebrovascular apoplexy” OR “brain vascular accident” OR “brain vascular accidents” OR “cerebrovascular stroke” OR “cerebrovascular strokes” OR “apoplexy” OR “cerebral stroke” OR “cerebral strokes” OR “acute stroke” OR “acute strokes” OR “acute cerebrovascular accident” OR “acute cerebrovascular accidents”) AND (“video games”[Mesh] OR “game” OR “games” OR “gamification” OR “video game” OR “computer games” OR “computer game”) AND (“rehabilitation”[Mesh] OR “rehabilitation care”) limit to: 2014–2020 |
| Scopus | TITLE-ABS-KEY (( “stroke” OR “cerebrovascular accident” OR “cerebrovascular accidents” OR “CVA” OR “CVAs” OR “cerebrovascular apoplexy” OR “brain vascular accident” OR “brain vascular accidents” OR “cerebrovascular stroke” OR “cerebrovascular strokes” OR “apoplexy” OR “cerebral stroke” OR “cerebral strokes” OR “acute stroke” OR “acute strokes” OR “acute cerebrovascular accident” OR “acute cerebrovascular accidents”) AND (“video games” OR “game” OR “games” OR “gamification” OR “video game” OR “computer games” OR “computer game”) AND (“rehabilitation” OR “rehabilitation care”)) AND (limit to (pubyear, 2014–2021)) AND (limit to (doctype, “cp”) OR limit to (doctype, “ar”) AND (limit to (language, “English”)) |
| Web of Science | TS = (“Stroke” OR “cerebrovascular accident” OR “cerebrovascular accidents” OR “CVA” OR “CVAs” OR “cerebrovascular apoplexy” OR “brain vascular accident” OR “brain vascular accidents” OR “cerebrovascular stroke” OR “cerebrovascular strokes” OR “apoplexy” OR “cerebral stroke” OR “cerebral strokes” OR “acute stroke” OR “acute strokes” OR “acute cerebrovascular accident” OR “acute cerebrovascular accidents”) AND TS = (“video games” OR “game” OR “games” OR “gamification” OR “video game” OR “computer games” OR “computer game”) AND TS = (“rehabilitation” OR “rehabilitation care”) |
| Refined by: document types: (article OR proceedings paper) | |
| Timespan: 2014–2020. Indexes: SCI-EXPANDED, SSCI, A&HCI, ESCI. | |
| IEEE Library | ((((((“All metadata” : “stroke”) OR “all metadata” : “cerebrovascular accident”) OR “all metadata” : “cerebral strokes”) AND “all metadata” : “game”) OR “all metadata” : “computer game”) AND “all metadata” : “rehabilitation”). Filters applied: 2014–2021 |
Figure 1The key classification of relevant studies.
Figure 2The PRISMA diagram for the records search and study selection.
Main characteristics of included studies.
| No. | Authors | Year | Name of gamification approach | Type of gamification approach | Type of rehabilitation | Rehabilitated target members | Study design | Sample size | Sample description (sex, age (year)) | Session details | Assessment time | Assessment score | Effectiveness | Results |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | Laffont I et al. [ | 2019 | Not mentioned | Video game | Mobilization of the limbs | Shoulder, arm, and hand | RCT | 51 | AgeM = 58: male = 31 and female = 20 | 45 min, 5 sessions in a week for 6 weeks | Baseline and postintervention at the end of the program, between days 45 and 60 and follow-up at 6 months | In the subacute stroke stage, a difference of 9/10 points on the UL-FMS is considered, and BBT minimally detectable change is gained to be 5.5 blocks/min. | Effective | Post hoc analysis showed that scores in UL-FMS or BBT were significantly higher in the VG group than in the CR group |
| 2 | Cikajlo I et al. [ | 2020 | Nintendo Wii Fit | Virtual reality game | Balance training | Legs | RCT | 20 | AgeM = 50.3: male = 15 and female = 2 | 15 min, 5 sessions for 1 week | Baseline and postintervention | Significant differences between the groups were found with the eyes closed, sharpened Romberg test ( | Effective | Video games enable independent balance training is feasible without strenuous physiotherapy. |
| 3 | Glueck AC and Han DY [ | 2019 | Microsoft developed RoboRaid | Mixed reality game | Balance training | Legs | Before and after trial | 14 | AgeM = 25.21: male = 11 and female = 3 | 59.12 min, 35.71 days | Baseline and postintervention | MR game training provided significant reaction time improvements ( | Effective | The results showed visuomotor reaction time, and balance metrics were significantly improved following MR game rehabilitation. |
| 4 | Ayoubi F et al. [ | 2020 | Nintendo Wii Fit | Virtual reality game | Mobilization of the limbs | Shoulder, wrist, hand, and finger | Before and after trial | 10 | AgeM = 61.1: male = 5 and female = 5 | 30 min, 10 sessions, 2 days in 5 weeks | Baseline and postintervention | FMA scores revealed a significant improvement in the motor function ( | Effective | Significant improvement in all outcome measures was found after the intervention. |
| 5 | de Gouvêa JX et al. [ | 2015 | Nintendo Wii Fit | Virtual reality game | Mobilization of the limbs | Shoulder and elbow | Before and after trial | 22 | AgeM = 66.4: male = 15 and female = 7 | 60 min, 3 sessions in a week | Baseline and postintervention | Elbow flexion score (joint range of motion) increased from 127 to 134, and shoulder flexion score increased from 114 to 134. | Effective | Metrics showed that there were statistically significant improvements for all trained measures. |
| 6 | Cano-Mañas MJ et al. [ | 2020 | Microsoft Xbox 360 Kinect | Video game with Kinect | Balance training | Not mentioned | RCT | 48 | AgeM = 63.13: male = 23 and female = 25 | 20 min, 24 sessions in 8 weeks. | Baseline and postintervention assessments: 8 weeks after the intervention | Significant differences resulted in the baropodometric ( | Effective | The findings show that applying a video game approach combined with conventional therapy may produce postural control, improvements in balance, functionality, and quality of life. |
| 7 | Şimşek TT and Çekok [ | 2015 | Nintendo Wii Fit | Virtual reality game | Balance training | Shouler, wrist, and elbow | RCT | 42 | AgeM = 58.04: male = 29 and female = 13 | 45–60 min, 10 week, 3 days/week. | Baseline and postintervention assessment: after 10 weeks, after intervention, and treatment satisfaction after 10 sessions | A statistically significant difference was found between before and after treatment FIM (functional independence measure) scores ( | Partly effective | These results indicated the Nintendo Wii Fit training was as effective on daily living functions and quality of life in subacute stroke patients. |
| 8 | Hung JW et al. [ | 2019 | Kinect2Scratch | Video game with Kinect | Mobilization of the upper limbs | Shoulder, elbow, and forearm | RCT | 33 | AgeM = 58.98: male = 22 and female = 11 | 30 min, 24 sessions in 12 weeks | Baseline, postintervention, and at the 3-month follow-up. | The total activity scores of the training on upper extremity was significantly higher in the Kinect2Scratch group than in the therapist-based training group ( | Effective | The application of Kinect2Scratch-oriented games may indicate a complementary strategy to conventional therapy for decreasing the therapists' workload. |
| 9 | Adie K et al. [ | 2016 | Nintendo Wii Fit | Virtual reality game | Mobilization of the arms | Arm | RCT | 209 | AgeM = 67.3: male = 105 and female = 104 | 45 min, 42 sessions in 6 weeks | Baseline and postintervention after 6 weeks and six months | There was no significant difference in the primary outcome of affected arm function at six weeks follow-up ( | No effective | The results indicated that the WiiTM was not superior to arm exercises in home-based rehabilitation for stroke survivors with arm weakness. |
| 10 | Ahmad MA et al. [ | 2019 | Not mentioned | Virtual reality game | Mobilization of the upper limbs | Not mentioned | Before and after trial | 34 | AgeM = 63: male = 31 and female = 5 | 30 min, 8 sessions in 8 weeks | Baseline and postintervention on completion of the 8 weeks | The results showed a significant time-group interaction effect for IMI ( | Effective | The integration of VR games as an adjunct to standard physiotherapy for upper limb stroke rehabilitation was considered to be equally beneficial compared to standard physiotherapy. |
| 11 | Choi YH et al. [ | 2016 | MoU-Rehab | Virtual reality game | Mobilization of the upper limbs | Shoulder, elbow, and wrist | RCT | 24 | AgeM = 66.55: male = 17 and female = 14 | 30 min, 10 sessions in 2 weeks | Baseline and postintervention on end of treatment and at 1 month | FMA-UE in experimental and control groups was calculated 34/67 and 53.75. Changes in the B-stage in exp and con groups were indicated 3.17–4.24 for the arm and 3.08–4.58 for the hand. | Effective | A larger improvement in the FMA-UE, B-stage, and MMT was found after treatment with the MoU-Rehab than with conventional therapy |
| 12 | Choi HS et al. [ | 2017 | Nintendo Wii Fit | Virtual reality game | Balance training | Not mentioned | RCT | 36 | AgeM = 61.91: male = 21 and female = 15 | 30 min, 12 sessions in 4 weeks | Baseline and postintervention | Post hoc analysis revealed significant differences in AP-axis, and sway area; weightbearing symmetry of the game-based CIMT group is compared with the other groups ( | Effective | Game-based CIMT was more effective at improving static balance control (AP-axis and sway area) and weightbearing symmetry compared with the other groups. |
| 13 | Choi HS et al. [ | 2019 | Not mentioned | Virtual reality game | Mobilization of the upper limbs | Elbows, hands, wrists, and finger | RCT | 36 | AgeM = 58.97: male = 23 and female = 13 | 30 min, 15 sessions in 5 weeks | Baseline and postintervention assessment on end of 5 weeks | The difference between the GR mirror therapy group versus the conventional mirror therapy and control groups was statistically significant ( | Effective | It indicated that GR device-based mirror therapy is an intervention that improves upper extremity function, neck discomfort, and quality of life |
| 14 | de Paula Oliveira T et al. [ | 2015 | Nintendo Wii Fit | Virtual reality game | Balance training | Not mentioned | RCT | 23 | AgeM = 50.21: male = 13 and female = 10 | 30 min, 14 sessions in 7 weeks | Baseline and postintervention assessment on 1-week AT and at a 2-month FU | The analyses of the FMA-LE score at FU for the control and experiment group are 21.39–24.58. The analyses of the BESTest score at FU for the control and experiment group are 75–83. | Effective | Balance training performed in virtual reality by using NWF was more efficient than conventional balance training |
| 15 | Givon N et al. [ | 2015 | Nintendo Wii Fit | Virtual reality game | Balance training | Not mentioned | RCT | 47 | AgeM = 56.35: male = 28 and female = 19 | 60 min, 2 sessions in a week for 3 months | Baseline and postintervention, a 3-month intervention and at 3-month follow-up | Significant improvements were presented in both groups for gait speed ( | Partly effective | Video and VR games can promote measures of physical activity of patients with chronic stroke. |
| 16 | House G et al. [ | 2016 | The BrightArmTM | Virtual reality game | Mobilization of the upper limbs | Arm, hand, shoulder, and wrist | Before and after trial | 7 | AgeM = 69.7: male = 5 and female = 2 | 45–50 min, 16 sessions in 8 weeks | Baseline and postintervention, on each booster period, each consisting of 4 sessions over 2 weeks in 8 weeks | Range of motion improved for 18 out of 23 upper extremity movement variables ( | Effective | The results indicate that BrightArm is effective in improving the range of motion of the upper extremity |
| 17 | Hsieh HC [ | 2018 | Not mentioned | Video game | Walking | Not mentioned | RCT | 56 | AgeM = 58.5: male = 33 and female = 23 | 30 min, 3.5 hours/week, 10 weeks | Baseline and postintervention | The calculated metrics showed that the patients in the intervention group showed significantly better 10MWT ( | Effective | This game improves exercise compliance and promotes recovery of balance and mobility after stroke. |
| 18 | Hsieh HC [ | 2018 | Not mentioned | Video game | Balance training | Leg | RCT | 54 | AgeM = 64.07 | 40 min, 3 sessions in 1 week for 12 weeks | Baseline and postintervention | Significant changes in CoP sway kinematics were observed in sway path ( | Partly effective | This innovative gaming approach with adaptive PC games will be a useful therapy for stroke rehabilitation |
| 19 | Huang LL and Chen MH [ | 2016 | Gardening digital game | Video game with Kinect | Mobilization of the upper limbs | Not mentioned | Before and after trial | 10 | AgeM = 61.20: male = 5 and female = 5 | 24 sessions in three sessions per week | Baseline and postintervention | Fugl–Meyer Assessment of motor function (increases of 9.30); the Box and Block Test of manual dexterity (increases of 5.80); higher functional independence measure (increases of 6.50); and range of motion measurement of the upper extremity proxima (increases of 5.56) and distal (increases of 3.83) | Effective | The gardening digital game is benefit to improve upper extremity motor function. |
| 20 | Khan RU et al. [ | 2019 | Not mentioned | Video game | Muscular strengthening | Fist, wrist, and forearm | Before and after trial | 5 | AgeM = 24: male = 3 and female = 2 | Not mentioned | Baseline and postintervention | The scores of 3 players were improved up to 150, 171, and 172, respectively, for 2 players, and there is not mainly improvement. | Partly effective | This result shows that an attractive environment and real-time feedback mechanism can improve the rehabilitation process. |
| 21 | Afsar SI et al. [ | 2018 | Microsoft Xbox 360 Kinect | Virtual reality game | Mobilization of the upper limbs | Shoulder and elbow | RCT | 35 | AgeM = 66.43: male = 20 and female = 15 | 30 min, per day for 4 weeks | Baseline and postintervention | For the experimental group, the change of BBT (pre-to-postdifference) scores showed a significant improvement when compared to the control group ( | Partly effective | The Kinect-based game system in addition to conventional therapy has supplemental effectiveness for stroke patients. |
| 22 | Lee MM et al. [ | 2016 | Canoe game | Virtual reality game | Trunk postural stability | Trunk muscles and leg | RCT | 10 | AgeM = 65.7: male = 5 and female = 5 | 30 min a day, 3 sessions a week for 4 weeks | Baseline and postintervention | Improvements in trunk postural stability, balance, and upper limb motor function were observed in the EG and CG, but were greater in the EG. The mean SUS scores in the EG and TG were 71 ± 5.2 and 74.2 ± 4.8, respectively. | Effective | Canoe game-based virtual reality training is a beneficial intervention for improving trunk postural stability, balance training, and upper limb motor in stroke patients. |
| 23 | Lee D and Bae Y [ | 2019 | DBIVG | Video game | Trunk postural stability | Trunk and leg | RCT | 21 | AgeM = 55.1: male = 14 and female = 7 | 30 min, 12 sessions in 4 weeks | Baseline and postintervention | The scores of TISssb, TISdsb, and TISco for the intervention group improved up to 5.9, 6.18, and 3.0. The score of DGI is calculated up to 17.27. The scores of TWT and TUGT decreased up to 42.27 and 39.32. | Effective | The analysis demonstrated DBIVG can improve trunk control and gait ability in patients with chronic stroke. |
| 24 | Lee SH et al. [ | 2019 | HTC Vive | Virtual reality game | Mobilization of the upper limbs | Hand, shoulder, fingers, and wrist | Before and after trial | 12 | AgeM = 40.2: male = 7 and female = 5 | 30 min, 10 sessions 2-3 times a week | Baseline and postintervention | In five participants, scores showed improvement both in ARAT and BBT. ARAT (pretraining 22.3 and posttraining 31.1), BBT (pretraining 11.2 and posttraining 19.6), and MBI (pretraining 90.4 and posttraining 93.0) | Partly effective | This study indicates a fully immersive VR rehabilitation program can be used for upper extremity rehabilitation in patients with chronic stroke |
| 25 | McNulty PA et al. [ | 2015 | Nintendo Wii Fit | Virtual reality game | Mobilization of the upper limbs | Shoulder, elbow, and wrist | RCT | 41 | AgeM = 58: male = 31 and female = 10 | 60 min, 10 consecutive weekdays | Prebaseline (14 days pretherapy), baseline, postintervention, and postintervention after six-month follow-up | The Wolf Motor Function Test (WMFT-tt) improved from 21 to 17 after Wii-based movement therapy, and Motor Activity Log Quality of Movement Scale scores improved from 67.7 to 102.4 after Wii-based movement therapy. | Effective | This result indicated Wii-based movement therapy is an effective upper limb rehabilitation poststroke |
| 26 | Nijenhuis SM et al. [ | 2016 | MyoCI | Video game | Muscular strengthening | Arm and hand | RCT | 19 | AgeM = 60: male = 10, and female = 9 | 30 min, 6 sessions in a week for six weeks | Prebaseline (one week before training), baseline, and 1 week after training (postintervention) and two months after the end of training follow-up | The control group reported a higher training duration (189 versus 118 minutes per week). No differences in clinical outcomes over training between groups were found ( | No effective | An extra advantage of this arm and hand training over the conventional arm and hand exercises at home was not proven. |
| 27 | Paquin K et al. [ | 2015 | Nintendo Wii Fit | Virtual reality game | Mobilization of the upper limbs | Hand, finger, and wrist | Before and after trial | 10 | AgeM = 72.1: male = 10 | 15 min, 16 sessions, 2 sessions per week, for 8 weeks | Baseline and postintervention | Significant improvements were resulted with the JHFT, BBT, and NHPT from pretesting to posttesting ( | Effective | Findings demonstrated important improvements occurred between pretesting and posttesting on 4 metrics. |
| 28 | da Fonseca EP et al. [ | 2016 | Nintendo Wii Fit | Virtual reality game | Balance training | Legs, arms, trunk, and hip | RCT | 27 | AgeM = 52.4: male = 9 and female = 18 | 45 min, 20 sessions in 3 months | Baseline and postintervention | The number of falls was statistically significant ( | Partly effective | The rehabilitation of gait balance in poststroke people applying virtual reality had the reduction of falls. |
| 29 | Rand D et al. [ | 2016 | Microsoft Xbox 360 Kinect | Virtual reality game | Balance training | Legs, shoulder, elbow, and finger | RCT | 24 | AgeM = 62: male = 15 and female = 9 | 60 min a day, 6 times/week for 5 weeks | Baseline (an average of two assessments) and postintervention, and at the 4-week follow-up | ARAT extremely improved by 13.9% and 9.6% following the video games and traditional self-training programs. The scores for the Box and Block Test were 20.6 and 21.3 for pre and posttreatment in the experimental group. | Effective | Video games or self-training programs can be applied for practice repetitive upper extremity movements without the supervision of a clinician. |
| 30 | Shin JH et al. [ | 2015 | RehabMaster™ | Virtual reality game | Mobilization of the upper limbs | Upper limb and trunk | RCT | 32 | AgeM = 53.95: male = 24 and female = 8 | 30 min for 5 days per week for 4 weeks | Baseline and postintervention | The scores of FMA-UE, physical functioning were improved for pre and post treatment (experimental group) 35.5 up to 38.5 and 15 up to 20. Both groups exhibited significantly improved upper extremity function ( | Effective | Results indicate that game-based VR rehabilitation has specific effects on health-related quality of life and upper extremity function |
| 31 | Shin JH et al. [ | 2016 | The RAPAEL Smart Glove™ | Virtual reality game | Mobilization of the upper limbs | Forearm, wrist, finger, shoulder, and elbow | RCT | 46 | AgeM = 58.5: male = 36 and female = 10 | 30 min, 20 sessions for 4 weeks | Baseline and postintervention in the middle of the treatment immediately after the intervention and 1 month after the intervention | The improvements in the game group were supported by significant FM-total: | Effective | The game system used in VR-based rehabilitation might be an ideal rehabilitation tool for the distal upper extremity in stroke survivors. |
| 32 | Standen PJ et al. [ | 2016 | Nintendo Wii Fit | Virtual reality game | Mobilization of the upper limbs | Arm, hand, shoulder, and finger | RCT | 27 | AgeM = 61: male = 16 and female = 11 | 20 min, 3 times a day, for 8 weeks | Baseline and postintervention four weeks (midpoint) and eight weeks (final) | There was a significantly greater change from baseline in the intervention group on midpoint wolf MFT strength (intervention group: 2.47; control group: 2.19), and two subscales of the final Motor Activity Log are improved (intervention group:12.80; control group: 12.53) | Effective | There is a greater improvement from baseline in the intervention group, so it is effective to use and help clinicians. |
| 33 | Rand D et al. [ | 2015 | Microsoft Xbox 360 Kinect | Virtual reality game | Balance training | Not mentioned | RCT | 12 | AgeM = 63: male = 7 and female = 5 | 60 min, 5 times a week for 5 weeks | Prebaseline, baseline, postintervention, and 4 weeks after the intervention. | The scores of ARAT for the experimental game-based group improved from 30 up to 40, also the Box and Block Test improved for this group from 25 up to 30, and standing balance improved too from 16 | Effective | These video games encouraged upper extremity movements and have potential to promote standing balance. |
| 34 | Kottink AIR et al. [ | 2014 | Not mentioned | Virtual reality game | Mobilization of the limbs | Arm and hand | RCT | 18 | AgeM = 61.4: male = 13 and female = 5 | 30 min, 3 sessions in a week for 6 weeks | Baseline and postintervention | ARA and FM improvements were significant within both groups ( | Effective | The present study showed that both the arm and hand function improved after training. |
| 35 | Rand D et al. [ | 2014 | Microsoft Xbox 360 Kinect | Video game | Mobilization of the limbs | Upper extremity | RCT | 29 | AgeM = 59: male = 17 and female = 12 | 60 min, 2 sessions per week for 3 months | Postintervention during the last month of the intervention and 1-2 weeks following the sessions | Participants in the VGG performed a median (IQR) of 271 (157–490) active purposeful movements compared to 48 (3–123) active purposeful movements in the TG ( | Partly effective | Video games elicited more UE purposeful repetitions and higher acceleration of movement compared with traditional therapy. |
| 36 | Jordan K et al. [ | 2014 | Not mentioned | Virtual reality game | Mobilization of the limbs | Upper limb | Before and after trial | 12 | AgeM = 68.6 | 45 min, 3 sessions per week for 4–6 weeks | Baseline (t1), 4 weeks later (t2), within 1 week of completing the intervention (t3), and a final assessment was given 4 weeks later (t4). | No change in the FMA-UL scores between t1 and t2, indicating a stable baseline; a significant increase in the FMA-UL scores between t2 and t3; a significant increase in the FMA-UL scores between t2 and t4; and no change in the FMA-UL scores between t3 and t4 | Effective | The intervention improved the arm function in survivors of chronic stroke. |
| 37 | Fan SC et al. [ | 2014 | Nintendo Wii Fit | Virtual reality game | Mobilization of the limbs | Upper arm | RCT | 20 | AgeM = 64.4: male = 14 and female = 6 | 60 min, 3 sessions per week for 3 weeks | Baseline and postintervention (week 0), immediately after treatment (week 4) and four weeks after treatment (week 8). | Dunn's pairwise comparison showed that TTP contractions in the Wii group improved significantly more than that of the no-treatment group ( | Effective | In this pilot study, OTSVR gaming had immediate effects on motor recovery and provided motivation for treatment compliance in stroke patients. |
| 38 | McEwen D et al. [ | 2014 | IREX | Virtual reality game | Mobilization of the limbs | Lower extremity | RCT | 59 | AgeM = 64.1: male = 32 and female = 27 | 30 min, daily sessions for 3 weeks | Before, immediately after, and 1 month after training | More individuals in the treatment group than in the control group showed reduced impairment in the lower extremity as measured by the Chedoke McMaster Leg Domain ( | Effective | VR exercise intervention for inpatient stroke rehabilitation improved mobility-related outcomes. |
| 39 | Hung JW et al. [ | 2014 | Nintendo Wii Fit | Video game | Balance training | Leg | RCT | 28 | AgeM = 54.4: male = 18 and female = 10 | 30 min, 2 sessions per week for 12 weeks | Baseline, postintervention, and at 3-month follow-up | At 3-month follow-up, the improvement in TUG and FR tests was maintained (time effect in TUG, | Partly effective | Exergaming is enjoyable and effective for patients with chronic stroke. |
| 40 | Norouzi-Gheidari N et al. [ | 2019 | Jintronix system | Virtual reality game with Kinect | Mobilization of the limbs | Upper extremity | RCT | 18 | AgeM = 49.9: male = 10 and female = 8 | 44 min, 2-3 sessions per week for 4 weeks | Baseline, postintervention, and 4-week follow-up | MAL-QOM and both mobility and physical domains of the SIS with mean difference of 1.0%, 5.5%, and 6.7% between the intervention and control groups, respectively) at postintervention. | Partly effective | Using virtual reality exergaming technology may be beneficial to upper extremity functional recovery. |
| 41 | Aşkın A et al. [ | 2018 | KineLabs | Virtual reality game with Kinect | Mobilization of the limbs | Upper extremity | RCT | 38 | AgeM = 55.0: male = 27 and female = 11 | 60 min, 5 sessions per week for 4 weeks | Baseline and postintervention | Differences from baseline of FMA, MI, and AROM (except adduction of the shoulder and extension of the elbow) were greater in group A ( | Partly effective | Kinect-based VR training may contribute to the improvement of the UE motor function and AROM in chronic stroke patients. |
| 42 | Miranda CS et al. [ | 2019 | Nintendo Wii Fit | Virtual reality game | Balance training | Lower limbs | RCT | 29 | AgeM = 50.96: male = 15 and female = 14 | 3 sessions for 1 week. Session 1: 60 min; sessions 2 and 3: 30 min | Baseline and postintervention, 1S (first session), 2S (2 days after the 1 session), and 3S (7 days after the 1 session) of training. | The analyses showed only a significant effect for the side (ANOVA : | Partly effective | People showed performance improvement after training with VR, but there was no transfer of the gains obtained to an untrained task with similar balance demands. |
| 43 | Fernandes AB et al. [ | 2014 | “Paddle Panic Mini Game” | Virtual reality game with Kinect | Mobilization of the limbs | Upper extremity | Nonrandomized clinical trials | 40 | AgeM = 50.75: male = 20 and female = 20 | Not mentioned | Baseline and postintervention | Comparing the participants' performance by ANOVA, there was a significant difference in the number of hits between the patients and healthy individuals' groups, according to the trials ( | Effective | Patients with right brain injury responded better to the virtual reality game. |
| 44 | Morone G et al. [ | 2014 | Nintendo Wii Fit | Video game | Balance training | Paretic side, upper limb, and leg | RCT | 50 | AgeM = 60.16 | 20 min, 3 sessions per week for 4 weeks | Baseline and postintervention (third evaluation occurred one month after the end of rehabilitation) | Wii fit training was more effective than usual balance therapy in improving balance (BBS: 53 versus 48, | Effective | Balance training with game was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke. |
| 45 | Noveletto F et al. [ | 2020 | MimPong | Video game | Muscular strengthening | Lower limb | Before and after trial | 11 | AgeM = 59.0: male = 6 and female = 5 | 12 min, 2 sessions per week for 10 weeks | Baseline and postintervention (three alternate days at the end of the program) | Significant effect sizes ( | Effective | Results indicate that the intervention of a SG with both the proper apparatus and evaluation system may effectively promote lower limb motor rehabilitation of hemiparetic stroke patients. |
| 46 | Junior VA dos S et al. [ | 2019 | Nintendo Wii Fit | Virtual reality game | Mobilization of the limbs | Upper limb and lower limb | RCT | 40 | AgeM = 55.6: male = 23 and female = 17 | 50 min, 2 sessions per week for 2 months | Baseline and postintervention (second assessment after 2 months of treatment) | An improvement in the mean scores was observed after treatment independent of the allocation group with significant intragroup changes: 14.5, 10.5, and 10.4 for PNF, VR, and PNF/VR, respectively. | Partly effective | The use of a program combining virtual rehabilitation and PNF presented results that were comparable with those obtained with the isolated techniques. |
| 47 | Choi D et al. [ | 2018 | Nintendo Wii Fit | Virtual reality game | Balance training | Lower limb | RCT | 28 | AgeM = 50.25: male = 17 and female = 11 | 30 min, 3 sessions per week for 6 weeks | Prebaseline, baseline, and postintervention (1 week before and after training) | WVRT group showed significant improvements of +3.00 (5.25) in the BBS score and −1.92 (6.33) | Effective | The WVRT was a useful program for improving visual perception and postural balance in individuals with chronic stroke. |
| 48 | Borstad AL et al. [ | 2018 | Recovery rapids | Virtual reality game with Kinect | Mobilization of the limbs | Upper limb | Before and after trial | 16 | AgeM = 49: male = 10 and female = 6 | 3 hours per day for 10 days over 2 weeks | Baseline and postintervention | The mean, median, and interquartile range for within-subjects change on the WMFT (rate/60 seconds) and MAL-QOM (0–5 scale) were 5.8 (3.7), 5.8, 2.7–9.4 and 0.74 (0.66), 0.46, 0.28–1.11, respectively. | Partly effective | Favorable changes in performance speed and quality of arm use were found in this study. |
| 49 | Noveletto F et al. [ | 2018 | MyBalance | Video game | Balance training | Not mentioned | Before and after trial | 18 | AgeM = 55.3: male = 8 and female = 10 | 12 minutes per day in the first ten sessions and 20 minutes per day in the remaining sessions; 2 sessions per week for 10 weeks | Baseline and postintervention | Evaluated outcomes were better for all EG participants. The BBS test showed a balance improvement of 12.1 ± 7.8% with a large ES (0.9). The functional mobility assessed by the TUG test showed an improvement of 15.1 ± 7.4%, but ES was small (0.4). | Effective | The results of this study support the clinical potential of a biomedical SG for balance rehabilitation of hemiparetic stroke patients. |
| 50 | Carregosa AA et al. [ | 2018 | Nintendo Wii Fit | Virtual reality game | Mobilization of the limbs | Upper limb and lower limb | Before and after trial | 5 | AgeM = 54.8: male = 3 and female = 2 | 50 min, 2 sessions per week for 2 months | Baseline, postintervention, and 8 weeks after the treatment | Descriptive data showed an improvement of the motor function of the upper limb items (26 ± 19.5) and total score (36.6 ± 20.2) of the scale. | Effective | The results suggest that patients had motor learning retention, achieving a sustained benefit through the technique. |
| 51 | Park JH and Park JH [ | 2016 | Nintendo Wii Fit | Virtual reality game | Mobilization of the limbs | Upper extremity | RCT | 30 | Male = 16 and female = 14 | 30 min, 5 sessions per week for 4 weeks | Baseline and postintervention (after 4 weeks) | There were significant differences in the changes between the two groups in the FM ( | Effective | Game-based virtual reality movement therapy alone may be helpful to improve functional recovery of the upper extremity, but the addition of MP produces a larger improvement. |
| 52 | Hocine N et al. [ | 2015 | PRehab | Video game | Mobilization of the limbs | Upper limb | RCT | 6 | AgeM = 60.66: male = 4 and female = 2 | 20 min, for 2 weeks (3 sessions) | Baseline and postintervention | It revealed a significant effect of the difficulty strategy on patient performance (Wilks' Lambda = 0.10; | Partly effective | The results of the experiment show that dynamic adaptation technique increases movement amplitude during a therapeutic session. |
| 53 | Bower KJ et al. [ | 2014 | Nintendo Wii Fit | Not mentioned | Balance training | Upper limb and lower limb | RCT | 30 | AgeM = 63.6: male = 17 and female = 13 | 45 min, 3 sessions per week over 2–4 weeks | Baseline, two weeks, and four weeks | Improvements were observed in the majority of secondary outcomes over time in both groups. The balance group participants demonstrated greater improvements in Wii balance board-derived measures with small to large effect sizes ( | Partly effective | Specific activities targeted at balance training are potentially effective for improving standing balance. |
| 54 | Brown EVD et al. [ | 2014 | Peggle | Video game | Balancing training | Upper extremity | RCT | 9 | AgeM = 60: male = 5 and female = 4 | 45 min, 5 sessions per week for 4 weeks | Baseline and postintervention assessments, approximately 4 weeks apart, before system use | No differences were found across time on any of the WMFT subscales or the CAHAI-9 WMFT functional activity score: A1: 1.79 ± 0.71; A2: 1.77 ± 0.68; A3:1.79 ±0.66 | No effective | This study had limited changes in kinematic and activity level outcomes |
| 55 | Slijper A et al. [ | 2014 | Not mentioned | Video game | Mobilization of the limbs | Upper extremity | Before and after trial | 11 | AgeM = 58: male = 5 and female = 6 | 5 weeks, mean time: 1070 min | Baseline, during, postintervention, and follow-up16–18 weeks after the treatment phase | FMA-UE A-D (motor function) showed significant improvements in the upper extremity function between baseline (A1) and posttest (A2) (0.005) as well as a follow-up (<0.0001). Fugl–Meyer A-D: preintervention: 44, intervention: 49 , postintervention: 51 | Effective | The results indicate that computer game-based training could be a promising approach to improve upper extremity function. |
| 56 | Chen CC et al. [ | 2017 | Not mentioned | Virtual reality game | Muscular strengthening | Upper limb | Before and after trial | 21 | AgeM = 55.7: male = 14 and female = 7 | 60 min, 3 sessions per week for 8 weeks | Baseline and postintervention | The statistical results confirmed a significant effect of treatment. FMA: baseline: 30.35 ± 13.8. After intervention: 38.80 ± 14.61 | Effective | Finding suggests that VR-based rehabilitation can induce significantly kinetic changes than facilitate recovery. |
| 57 | Lee MM et al. [ | 2018 | Nintendo Wii Fit | Virtual reality game | Balance training | Upper extremity | RCT | 30 | AgeM = 61.56: male = 18 and female = 12 | 30 min, 3 sessions per week, for 5 weeks | Baseline and postintervention one day after the five-week intervention period | MFT was significantly improved in both groups compared with baseline values ( | Effective | Game-based VR Canoe paddling training is an effective rehabilitation therapy that enhances postural balance and upper extremity function. |
| 58 | Park DS et al. [ | 2017 | Microsoft Xbox 360 Kinect | Virtual reality game with Kinect | Mobilization of the limbs | Lower extremity | RCT | 20 | AgeM = 63.65: male = 10 and female = 10 | 30 min, daily sessions for a 6-week period | Baseline and postintervention | The pre-to-post difference scores on BBS, TUG, and 10 mWT for the intervention group were significantly more improved than those for the control group ( | Effective | Evidence supports the use of additional VR training with the Xbox Kinect gaming system as an effective therapeutic approach for improving motor function. |
| 59 | Park JS et al. [ | 2019 | Not mentioned | Video game | Muscular strengthening | Hand | RCT | 43 | AgeM = 59.43: male = 26 and female = 17 | 30 min, 5 sessions per week, for 6 weeks | Baseline and postintervention | After training, hand strength, MFT, and BBT were improved in the experimental group compared to the control group ( | Effective | Game-based exercise is more effective than manual exercise in improving muscle strength, motor function, and compliance in stroke patients. |
| 60 | Ahmadi HS et al. [ | 2019 | E-Link | Virtual reality game | Mobilization of the limbs | Upper limb | Nonrandomized clinical trials | 30 | AgeM = 55.24: male = 20 and female = 10 | 40 min, 3 sessions per week, for 4 weeks | Baseline and postintervention | The finding shows the improvement of upper limb motor function, tone, and range of motion in this group. Mean differences: FMA (total score); intervention: 6.53; control: 3.86 | Effective | Computer games can improve upper limb motor function, muscle tone, and the range of motion in stroke patients. |
FMA-UE, Fugl–Meyer Assessment for Upper Extremity; WMFT, Wolf Motor Function Test; IMI, Intrinsic Motivation Inventory; IADL, Lawton of instrumental activities of daily living; SIS, Stroke Impact Scale; B-stage, brainstorm stage; MMT, manual muscle testing; AP-axis, anterior-posterior axis; CIMT, constraint-induced movement therapy; GR, gesture recognition; NWF, Nintendo Wii FitTM game; FU, follow-up; FMA-LE, Fugl–Meyer Assessment; BESTest, Balance Evaluation Systems Test; AT, after training; 10MWT, 10-meter test of walking score; CoP, center of pressure; AP sway, sway kinematics in the anterior-posterior; BBS, the Berg Balance Scale; FABS, Fullerton Advanced Balance Scale; TUG, Timed Up and Go; FM, Fugl–Meyer; ARA, Action Research Arm; UE, upper extremity; VGG, video game group; TG, traditional group; IQR, interquartile range; FMA-UL, Fugl–Meyer upper limit assessment; OTSVR, off-the-shelf virtual reality; TTP, time-to-peak; VR, virtual reality; FR, forward reach; MAL-QOM, Motor Activity Log Quality of Movement; FMA, Fugl–Meyer Assessment; MI, Motricity Index; AROM, active range of motion; BI, Barthel Index; SG, serious games; QFG, quadriceps femoris; HSG, hamstrings; PNF, proprioceptive neuromuscular facilitation; WVRT, Wii Fit virtual reality training; GBT, general balance training; EG, experimental group; ES, effect sizes; BBT, Box and Block Test; MP, mental practice; CAHAI-9, Chedoke Arm and Hand Activity Inventory-9; MFT, manual function test; RCT, randomized controlled trial or randomized control trial.
Distribution of studies based on publication type.
| Journal/conference name | Conference | Journal |
|---|---|---|
| Clinical Rehabilitation | 5 | |
| Journal of Stroke and Cerebrovascular Diseases | 4 | |
| Archives of Physical Medicine and Rehabilitation | 4 | |
| Games for Health Journal: Research, development, and clinical applications | 4 | |
| Disability and Rehabilitation | 2 | |
| Journal of NeuroEngineering and Rehabilitation | 2 | |
| NeuroRehabilitation | 2 | |
| IEEE Transactions on Neural Systems and Rehabilitation Engineering | 2 | |
| International Journal of Environmental Research and Public Health | 2 | |
| Journal of Medical and Biological Engineering | 1 | |
| International Medical Journal of Experimental and Clinical Research | 1 | |
| American Journal of Physical Medicine and Rehabilitation | 1 | |
| Computers in Biology and Medicine | 1 | |
| Journal of Central Nervous System Disease | 1 | |
| BioMed Research International | 1 | |
| Brain Impairment | 1 | |
| European Journal of Physical and Rehabilitation Medicine | 1 | |
| User Modeling and User-Adapted Interaction | 1 | |
| Frontiers in Psychology | 1 | |
| Iranian Rehabilitation Journal | 1 | |
| Journal of Physical Therapy Science | 1 | |
| Journal of Healthcare Engineering | 1 | |
| Annals of Physical and Rehabilitation Medicine | 1 | |
| Journal of Motor Behavior | 1 | |
| American Academy of Physical Medicine and Rehabilitation | 1 | |
| Journal of Patient-Centered Research and Reviews | 1 | |
| Restorative Neurology and Neuroscience | 1 | |
| Stroke | 1 | |
| Medical Science Monitor | 1 | |
| Neurorehabilitation and Neural Repair | 1 | |
| Somatosensory and Motor Research | 1 | |
| The Journal of Physical Therapy Science | 1 | |
| International Journal of Stroke | 1 | |
| Virtual Reality | 1 | |
| International Journal of Neuroscience | 1 | |
| In Proceedings of the 3rd 2015 Workshop on ICTs for improving Patients Rehabilitation Research Techniques | 2 | |
| Proceedings of the IEEE International Conference on Advanced Materials for Science and Engineering | 1 | |
| In 2019 International Conference on Robotics and Automation in Industry | 1 | |
| 2019 Fifth International Conference on Advances in Biomedical Engineering (ICABME) | 1 | |
| International Conference on Virtual Rehabilitation | 1 | |
| 2017 International Conference on Applied System Innovation (ICASI) | 1 | |
| Total | 7 | 53 |
Distributions of studies of publication years and country.
| Row labels | Column labels | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| 2013 | 2014 | 2015 | 2016 | 2017 | 2018 | 2019 | 2020 | Total | |
| Australia | 1 | 1 | 2 | ||||||
| Brazil | 1 | 2 | 1 | 2 | 2 | 1 | 9 | ||
| Canada | 1 | 1 | 1 | 3 | |||||
| China | 1 | 1 | |||||||
| France | 1 | 1 | 2 | ||||||
| Iran | 1 | 1 | |||||||
| Israel | 1 | 2 | 1 | 4 | |||||
| Italy | 1 | 1 | 2 | ||||||
| Lebanon | 1 | 1 | |||||||
| Malaysia | 1 | 1 | |||||||
| Netherlands | 1 | 1 | 2 | ||||||
| New Zealand | 1 | 1 | |||||||
| Pakistan | 1 | 1 | |||||||
| Republic of Korea | 1 | 4 | 2 | 2 | 4 | 13 | |||
| Spain | 1 | 1 | |||||||
| Sweden | 1 | 1 | |||||||
| Taiwan | 1 | 1 | 1 | 2 | 1 | 6 | |||
| Turkey | 1 | 2 | 3 | ||||||
| UK | 2 | 2 | |||||||
| USA | 1 | 1 | 1 | 1 | 4 | ||||
| Grand total | 1 | 10 | 9 | 11 | 3 | 9 | 13 | 4 | 60 |
∗3 countries with the highest number of study prints.
Figure 3The distribution of studies based on gamification types.
Figure 4The distribution of studies based on type and name of games.
Figure 5Physical rehabilitation therapies in reviewed studies.
Distribution of studies based on the type of study and effectiveness.
| Row labels | Effectiveness |
|---|---|
| Effective | 41 |
| Before and after trial | 13 |
| Nonrandomized clinical trials | 2 |
| RCT | 26 |
| Not effective | 3 |
| RCT | 3 |
| Partly effective | 16 |
| Before and after trial | 3 |
| RCT | 13 |
| Total | 60 |
Figure 6The distribution of studies based on the total time of rehabilitation duration.
Figure 7The distribution of the reviewed studies based on effectiveness.