| Literature DB >> 35278172 |
Jenna Tosto-Mancuso1, Laura Tabacof1, Joseph E Herrera1, Erica Breyman1, Sophie Dewil1, Mar Cortes1, Loreene Correa-Esnard1, Christopher P Kellner2, Neha Dangayach2, David Putrino3.
Abstract
PURPOSE OF REVIEW: Stroke is the leading cause of permanent motor disability in the United States (US), but there has been little progress in developing novel, effective strategies for treating post-stroke motor deficits. The past decade has seen the rapid development of many promising, gamified neurorehabilitation technologies; however, clinical adoption remains limited. The purpose of this review is to evaluate the recent literature surrounding the adoption and use of gamification in neurorehabilitation after stroke. RECENTEntities:
Keywords: Neurological rehabilitation; Stroke; Stroke rehabilitation; Video games; Virtual reality
Mesh:
Year: 2022 PMID: 35278172 PMCID: PMC8917333 DOI: 10.1007/s11910-022-01181-y
Source DB: PubMed Journal: Curr Neurol Neurosci Rep ISSN: 1528-4042 Impact factor: 6.030
Different styles of gamified neurorehabilitation and their levels of evidence
| Gamification medium | Working definition | Strengths | Weaknesses | Examples | Level of evidence |
|---|---|---|---|---|---|
| Non-Robotic Gamified Neurorehabilitation | Gamified neurorehabilitation systems where actions in the game are controlled by consumer electronic devices (i.e Microsoft Kinect, Nintendo Wii, Logitech Adaptive Controller) | - Lower cost - High potential for scalability - Can be combined with aerobic training - Uncomplicated technology setup | - Often not appropriate for stroke survivors with severe impairment - Insufficient guidance for/measurement of limb positioning | “Serious game” MindMotion Go (Mindmaze, Switzerland) “Exergame”: Wii Fit (Nintendo, USA) | 1A |
| Robot-Enabled Gamified Neurorehabilitation | Traditional video games where actions in the game are controlled by limb movements that are enabled or resisted by a robotic device | - Usable by stroke survivors at most functional ability levels and ROM - Enables high numbers of movement repetitions in highly impaired patients | - Expensive technology - Large physical footprint; not accessible for many homes - Regulatory issues prevent home use in many cases | Robot assists with movement: InMotion (Motion Technologie, USA) Robot provides gravity support only: Armeo Spring, (Hocoma, Switzerland) | 2A* |
| Immersive Virtual Reality Neurorehabilitation | Gaming environment where the user experiences a fully artificial environment through virtual reality headsets | -Immersive environments permit action observation activities in patients with complete paralysis | -Can cause dizziness and motion sickness - Often requires a large amount of dedicated space and close activity supervision | Serious games: Virtual Reality Rehabilitation Game (Tsatsis et al., 2017) Exergames: Oculus Quest (Facebook Technologies, USA) | 2A |
*Although robotic neurorehabilitation for stroke can be considered to have 1A evidence, fewer studies have investigated the specific role of gamification vs. robot-enabled rehabilitation without gamification to understand their relative contributions to functional improvements
Fig. 1.Rendering of a simple interactive game commonly integrated in robotic therapies. The goal of this game would be to hit the target (red dot) by using robot-enabled upper extremity motor control
Fig. 2.Example of an exergame, where wrist movements (flexion/extension, pronation/supination, radial/ulnar deviation) control an airplane’s speed and direction, moving it toward a specific target