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Rehabilitation games

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https://www.readbyqxmd.com/read/29324408/assessing-dynamic-balance-performance-during-exergaming-based-on-speed-and-curvature-of-body-movements
#1
Venustiano Soancatl Aguilar, Jasper J van de Gronde, Claudine J C Lamoth, Natasha M Maurits, Jos B T M Roerdink
Improving balance performance among the elderly is of utmost importance because of the increasing number of injuries and fatalities caused by fall incidences. Digital games controlled by body movements (exergames) have been proposed as a way to improve balance among older people. However, the assessment of balance performance in real-time during exergaming remains a challenging task. This assessment could be used to provide instantaneous feedback and automatically adjust the exergame difficulty. Such features could potentially increase the motivation of the player, thus augmenting the effectiveness of exergames...
January 2018: IEEE Transactions on Neural Systems and Rehabilitation Engineering
https://www.readbyqxmd.com/read/29323401/-efficacy-of-interventions-with-video-games-consoles-in-stroke-patients-a-systematic-review
#2
J H Ortiz-Huerta, M Perez-de-Heredia-Torres, V Guijo-Blanco, M Santamaria-Vazquez
INTRODUCTION: In recent years video games and games consoles have been developed that are potentially useful in rehabilitation, which has led to studies conducted to evaluate the degree of efficacy of these treatments for people following a stroke. AIM: To analyse the literature available related to the effectiveness of applying video games consoles in the functional recovery of the upper extremities in subjects who have survived a stroke. PATIENTS AND METHODS: A review of the literature was conducted in the CINHAL, Medline, PEDro, PsycArticles, PsycInfo, Science Direct, Scopus and Web of Science databases, using the query terms 'video game', 'stroke', 'hemiplegia', 'upper extremity' and 'hemiparesis'...
January 16, 2018: Revista de Neurologia
https://www.readbyqxmd.com/read/29316273/pilot-project-physiologic-responses-to-a-high-intensity-active-video-game-with-copd-patients-tools-for-home-rehabilitation
#3
Andrée-Anne Parent, Vincent Gosselin-Boucher, Marilyn Houle-Peloquin, Claude Poirier, Alain-Steve Comtois
INTRODUCTION: Chronic Obstructive Pulmonary Disease (COPD) is a respiratory condition that causes a significant deterioration of the quality of life. However, exercise can improve the quality of life for COPD patients and it is for this reason previous study observed the effects of active video games to increase exercise. Using motion capture devices with short bursts of exercise never been tried with COPD patients. OBJECTIVES: The objective was to observe the feasibility of using this device safely and easily with COPD patients...
January 8, 2018: Clinical Respiratory Journal
https://www.readbyqxmd.com/read/29313388/virtual-reality-in-cognitive-and-motor-rehabilitation-facts-fiction-and-fallacies
#4
Gaetano Tieri, Giovanni Morone, Stefano Paolucci, Marco Iosa
Over recent decades many researchers and clinicians have started to use Virtual Reality (VR) as a new technology for implementing innovative rehabilitation treatments in cognitive and motor domains. However, the expression "VR" has often also been improperly used to refer to video games. Further, VR efficacy, often confused with that of video-game exercises, is still debated. Areas covered: In this review, we provide the scientific rationale for the advantages of using VR systems in rehabilitation and investigate whether the VR could really be a promising technique for the future of rehabilitation of patients, or if it is just an entertainment for scientists...
January 9, 2018: Expert Review of Medical Devices
https://www.readbyqxmd.com/read/29298132/physical-therapy-protocols-for-arthroscopic-bankart-repair
#5
Steven F DeFroda, Nabil Mehta, Brett D Owens
BACKGROUND: Outcomes after arthroscopic Bankart repair can be highly dependent on compliance and participation in physical therapy. Additionally, there are many variations in physician-recommended physical therapy protocols. HYPOTHESIS: The rehabilitation protocols of academic orthopaedic surgery departments vary widely despite the presence of consensus protocols. STUDY DESIGN: Descriptive epidemiology study. LEVEL OF EVIDENCE: Level 3...
January 1, 2018: Sports Health
https://www.readbyqxmd.com/read/29225912/effects-of-virtual-rehabilitation-versus-conventional-physical-therapy-on-postural-control-gait-and-cognition-of-patients-with-parkinson-s-disease-study-protocol-for-a-randomized-controlled-feasibility-trial
#6
Keyte Guedes Silva, Tatiana Beline De Freitas, Flávia Doná, Fernando Freitas Ganança, Henrique Ballalai Ferraz, Camila Torriani-Pasin, José Eduardo Pompeu
Background: There is an association among postural instability, gait dysfunction, and cognitive impairment in subjects with Parkinson's disease (PD). Difficulty in dividing attention, response inhibition, and visuospatial attention deficiencies may contribute to the impairment of motor performance during daily activities. There are strong evidences that physical therapy can prevent physical and cognitive decline in individuals with PD. Recently, the European Physiotherapy Guideline (EPG) was developed based on randomized clinical trials about the effectiveness of the physical therapy to improve the functional deficiencies of individuals with PD...
2017: Pilot and Feasibility Studies
https://www.readbyqxmd.com/read/29208017/a-multisession-evaluation-of-an-adaptive-competitive-arm-rehabilitation-game
#7
Maja Goršič, Imre Cikajlo, Nika Goljar, Domen Novak
BACKGROUND: People with neurological injuries such as stroke should exercise frequently and intensely to regain their motor abilities, but are generally hindered by lack of motivation. One way to increase motivation in rehabilitation is through competitive exercises, but such exercises have only been tested in single brief sessions and usually did not adapt difficulty to the patient's abilities. METHODS: We designed a competitive arm rehabilitation game for two players that dynamically adapts its difficulty to both players' abilities...
December 6, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29197412/does-motivation-matter-in-upper-limb-rehabilitation-after-stroke-armeosenso-reward-study-protocol-for-a-randomized-controlled-trial
#8
Mario Widmer, Jeremia P Held, Frieder Wittmann, Olivier Lambercy, Kai Lutz, Andreas R Luft
BACKGROUND: Fifty percent of all stroke survivors remain with functional impairments of their upper limb. While there is a need to improve the effectiveness of rehabilitative training, so far no new training approach has proven to be clearly superior to conventional therapy. As training with rewarding feedback has been shown to improve motor learning in humans, it is hypothesized that rehabilitative arm training could be enhanced by rewarding feedback. In this paper, we propose a trial protocol investigating rewards in the form of performance feedback and monetary gains as ways to improve effectiveness of rehabilitative training...
December 2, 2017: Trials
https://www.readbyqxmd.com/read/29182021/injuries-depicted-in-sport-related-films
#9
Robert P Olympia, Hannah Wakefield, Bryan Wakefield, Christopher J Weber
The perception that children and adolescents have of injuries may be influenced by their depiction in sport-related films. The objective of this study was to determine the depiction of injuries in a select number of sport-related films. Forty-four films were analyzed. Injury category, on-the-field management, and long-term management were determined for each injury. Major injuries were defined as injuries requiring prompt intervention and immediate discontinuation of sport participation. A total of 49 injuries were depicted, categorized as fracture (n = 11), contusion (n = 10), brain concussion (n = 8), muscle cramps (n = 5), laceration/abrasion (n = 4), ligamentous knee injury (n = 4), shoulder dislocation (n = 2), rotator cuff injury (n = 2), ankle sprain (n = 2), and unspecified injury (n = 1)...
November 1, 2017: Clinical Pediatrics
https://www.readbyqxmd.com/read/29173102/mokey-a-versatile-exergame-creator-for-everyday-usage
#10
Martina Eckert, Marcos López, Carlos Lázaro, Juan Meneses
Currently, virtual applications for physical exercises are highly appreciated as rehabilitation instruments. This paper presents a middleware called "MoKey" (Motion Keyboard), which converts standard off-the-shelf software into exergames (exercise games). A configurable set of gestures, captured by a motion capture camera, is translated into the key strokes required by the chosen software. The present study assessed the tool regarding usability and viability on a heterogeneous group of 11 participants, aged 5-51, with moderate to severe disabilities, and mostly bound to a wheelchair...
November 27, 2017: Assistive Technology: the Official Journal of RESNA
https://www.readbyqxmd.com/read/29156493/virtual-reality-for-stroke-rehabilitation
#11
REVIEW
Kate E Laver, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik, Maria Crotty
BACKGROUND: Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015. OBJECTIVES: Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity...
November 20, 2017: Cochrane Database of Systematic Reviews
https://www.readbyqxmd.com/read/29155369/virtual-rehabilitation-with-children-challenges-for-clinical-adoption-from-the-field
#12
Stephanie Glegg
Virtual, augmented, and mixed reality environments are increasingly being developed and used to address functional rehabilitation goals related to physical, cognitive, social, and psychological impairments. For example, a child with an acquired brain injury may participate in virtual rehabilitation to address impairments in balance, attention, turn taking, and engagement in therapy. The trend toward virtual rehabilitation first gained momentum with the adoption of commercial off-the-shelf active video gaming consoles (e...
November 2017: IEEE Pulse
https://www.readbyqxmd.com/read/29154509/technology-assisted-rehabilitation-interventions-following-pediatric-brain-injury
#13
Shari L Wade, Megan E Narad, Emily L Shultz, Brad G Kurowski, Aimee E Miley, Jessica M Aguilar, Anna-Lynne R Adlam
INTRODUCTION: Following traumatic brain injury (TBI), children experience a variety of physical, motor, speech, and cognitive deficits that can have a long-term detrimental impact. The emergence and popularity of new technologies has led to research into the development of various apps, gaming systems, websites, and robotics that might be applied to rehabilitation. The objective of this narrative review was to describe the current literature technologically-assisted interventions for the rehabilitation of motor, neurocognitive, behavioral, and family impairments following pediatric TBI...
November 20, 2017: Journal of Neurosurgical Sciences
https://www.readbyqxmd.com/read/29151360/balancing-the-playing-field-collaborative-gaming-for-physical-training
#14
Michael Mace, Nawal Kinany, Paul Rinne, Anthony Rayner, Paul Bentley, Etienne Burdet
BACKGROUND: Multiplayer video games promoting exercise-based rehabilitation may facilitate motor learning, by increasing motivation through social interaction. However, a major design challenge is to enable meaningful inter-subject interaction, whilst allowing for significant skill differences between players. We present a novel motor-training paradigm that allows real-time collaboration and performance enhancement, across a wide range of inter-subject skill mismatches, including disabled vs...
November 20, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/29138050/a-systematic-review-on-the-effect-of-serious-games-and-wearable-technology-used-in-rehabilitation-of-patients-with-traumatic-bone-and-soft-tissue-injuries
#15
REVIEW
Henriëtte A W Meijer, Maurits Graafland, J Carel Goslings, Marlies P Schijven
OBJECTIVE: To determine the effects on functional outcomes and treatment adherence of wearable technology and serious games (i.e., interactive computer applications with specific purposes useful in the 'real world') currently applied in physical rehabilitation of patients after traumatic bone and soft tissue injuries. DATA SOURCES: PubMed, Embase, the Cochrane Library and CINAHL were searched without publication date restrictions for the terms 'wearable', 'serious game', 'videogame' or 'mobile application', and 'rehabilitation', 'exercise therapy' or 'physiotherapy'...
November 11, 2017: Archives of Physical Medicine and Rehabilitation
https://www.readbyqxmd.com/read/29131826/an-interactive-sports-video-game-as-an-intervention-for-rehabilitation-of-community-living-patients-with-schizophrenia-a-controlled-single-blind-crossover-study
#16
Nobuko Shimizu, Tomohiro Umemura, Masahiro Matsunaga, Takayoshi Hirai
Hypofrontality is a state of decreased cerebral blood flow in the prefrontal cortex during executive function performance; it is commonly observed in patients with schizophrenia. Cognitive dysfunction, as well as the psychological symptoms of schizophrenia, influences the ability of patients to reintegrate into society. The current study investigated the effects of an interactive sports video game (IVG; Nintendo Wii™ Sports Resort) on frontal lobe function of patients with schizophrenia. A sample of eight patients (6 male and 2 female; mean age = 46...
2017: PloS One
https://www.readbyqxmd.com/read/29126375/a-clinical-survey-about-commercial-games-in-lower-limb-prosthetic-rehabilitation
#17
Bita Imam, William C Miller, Heather C Finlayson, Janice J Eng, Tal Jarus
BACKGROUND: Despite the popularity of commercial games in lower limb prosthetic rehabilitation, data about their prevalence of use as well as therapists' perspectives about these games are still lacking. OBJECTIVES: To learn about the prevalence of use of commercial games in lower limb prosthetic rehabilitation and therapists' perspectives about these games. STUDY DESIGN: Cross-sectional. METHODS: An online survey was sent to physical and occupational therapists across prosthetic rehabilitation facilities in Canada...
November 1, 2017: Prosthetics and Orthotics International
https://www.readbyqxmd.com/read/29124974/media-portrayal-of-elite-athletes-with-disability-a-systematic-review
#18
Leanne Rees, Priscilla Robinson, Nora Shields
BACKGROUND: The media plays an important role in shaping society's beliefs about disability and sport. The aim of this systematic review is to identify how elite athletes with disability are portrayed in the media. METHOD: Six electronic databases were searched from 2001 to March 2017 for quantitative or qualitative content analysis of media coverage of elite athletes with disability: SportsDiscus, CINAHL, PsychInfo, Medline 1996-, Embase, and Proquest. Quality assessment and data extraction were performed by two independent assessors...
November 10, 2017: Disability and Rehabilitation
https://www.readbyqxmd.com/read/29112939/serious-games-for-arm-rehabilitation-of-persons-with-multiple-sclerosis-a-randomized-controlled-pilot-study
#19
Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman, Silvia Gabrielli
OBJECTIVES: The feasibility and preliminary evidence for efficacy of a serious games platform compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis (MS) was investigated. METHODS: A pilot single-blind randomized (2:1) controlled in clinic trial was carried out. Sixteen persons with MS participated (age years 56.8 (SD 12.3), MS-onset years 19.4 (SD 12.3), EDSS 6.5). Ten participants used a serious games platform (Rehab@Home) while 6 participants played with the commercial Wii platform, for four weeks (40min, 12 sessions/4 weeks)...
October 28, 2017: Multiple Sclerosis and related Disorders
https://www.readbyqxmd.com/read/29112869/hearing-the-future-of-sensory-rehabilitation
#20
Erika Skoe
A new randomized, double-blind controlled study has found that playing a video game modeled from sensory foraging behavior can improve the aging brain's ability to hear complex signals hidden in background noise.
November 6, 2017: Current Biology: CB
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