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Rehabilitation games

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https://www.readbyqxmd.com/read/28527226/play-seriously-effectiveness-of-serious-games-and-their-features-in-motor-rehabilitation-a-meta-analysis
#1
Diana Tăut, Sebastian Pintea, Jan-Paul W R Roovers, Miguel-Angel Mañanas, Adriana Băban
BACKGROUND: Evidence for the effectiveness of serious games (SGs) and their various features is inconsistent in the motor rehabilitation field, which makes evidence based development of SGs a rare practice. OBJECTIVE: To investigate the effectiveness of SGs in motor rehabilitation for upper limb and movement/balance and to test the potential moderating role of SGs features like feedback, activities, characters and background. METHODS: We ran a meta-analysis including 61 studies reporting randomized controlled trials (RCTs), controlled trials (CTs) or case series designs in which at least one intervention for motor rehabilitation included the use of SGs as standalone or in combination...
May 19, 2017: NeuroRehabilitation
https://www.readbyqxmd.com/read/28526673/the-effectiveness-of-a-computer-game-based-rehabilitation-platform-for-children-with-cerebral-palsy-protocol-for-a-randomized-clinical-trial
#2
Anuprita Kanitkar, Tony Szturm, Sanjay Parmar, Dorcas Bc Gandhi, Gina Ruth Rempel, Gayle Restall, Monika Sharma, Amitesh Narayan, Jeyaraj Pandian, Nilashri Naik, Ravi R Savadatti, Mahesh Appasaheb Kamate
BACKGROUND: It is difficult to engage young children with cerebral palsy (CP) in repetitive, tedious therapy. As such, there is a need for innovative approaches and tools to motivate these children. We developed the low-cost, computer game-based rehabilitation platform CGR that combines fine manipulation and gross movement exercises with attention and planning game activities appropriate for young children with CP. OBJECTIVE: The objective of this study is to provide evidence of the therapeutic value of CGR to improve upper extremity (UE) motor function for children with CP...
May 18, 2017: JMIR Research Protocols
https://www.readbyqxmd.com/read/28503159/quantifying-the-degree-of-movement-dissimilarity-between-two-distinct-action-scenarios-an-exploratory-approach-with-procrustes-analysis
#3
Pedro Passos, Tania Campos, Ana Diniz
Game consoles allow subjects to perform movements which are visually similar to the movements performed in 'real' world scenarios. Beyond entertainment, virtual reality devices are being used in several domains: sports performance; motor rehabilitation; training of risk professions. This article presents the Procrustes method to measure the degree of dissimilarity between movements performed in 'real' and 'virtual' scenarios. For this purpose, the 501 darts game and a video darts game played on a console were used...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28489067/a-study-protocol-for-applying-user-participation-and-co-learning-lessons-learned-from-the-ebalance-project
#4
Anna Cristina Åberg, Kjartan Halvorsen, Ingrid From, Åsa Bergman Bruhn, Lars Oestreicher, Anita Melander-Wikman
The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science...
May 10, 2017: International Journal of Environmental Research and Public Health
https://www.readbyqxmd.com/read/28488902/designing-augmentative-and-alternative-communication-applications-the-results-of-focus-groups-with-speech-language-pathologists-and-parents-of-children-with-autism-spectrum-disorder
#5
Jamie B Boster, John W McCarthy
PURPOSE: The purpose of this study was to gain insight from speech-language pathologists (SLPs) and parents of children with autism spectrum disorder (ASD) regarding appealing features of augmentative and alternative communication (AAC) applications. METHOD: Two separate 1-hour focus groups were conducted with 8 SLPs and 5 parents of children with ASD to identify appealing design features of AAC Apps, their benefits and potential concerns. Participants were shown novel interface designs for communication mode, play mode and incentive systems...
May 10, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28449005/concussion-in-ice-hockey-a-cohort-study-across-29-seasons
#6
Mascha Pauelsen, Gusten Nyberg, Cecilia Tegner, Yelverton Tegner
OBJECTIVE: The aim of this study was to analyze the concussion incidence rate ratios across 29 seasons in a Swedish Hockey League team. DESIGN: Cohort study over 29 seasons within one Swedish elite series ice hockey team. PARTICIPANTS: All players who were part of one Swedish elite ice hockey team during the research period gave consent for participation in the study. INDEPENDENT VARIABLES: Exposure to top-level Swedish ice hockey...
May 2017: Clinical Journal of Sport Medicine: Official Journal of the Canadian Academy of Sport Medicine
https://www.readbyqxmd.com/read/28423963/patient-perceptions-of-environmental-control-units-experiences-of-veterans-with-spinal-cord-injuries-and-disorders-receiving-inpatient-va-healthcare
#7
Bella Etingen, Rachael N Martinez, Marissa A Vallette, Ryan Dendinger, Balmatee Bidassie, Scott Miskevics, Hira T Khan, Huberta T Cozart, Sara M Locatelli, Frances M Weaver
PURPOSE: To assess patients' perceptions of environmental control units (ECUs) at Veterans Affairs Spinal Cord Injury Centers. MATERIALS AND METHODS: A brief questionnaire was conducted with patients in real-time while they were hospitalised ("on-the-spot questionnaire"); a survey was mailed to patients who had recently been discharged from a hospital stay ("discharge survey"). Data were analysed using descriptive statistics. RESULTS: Seventy on-the-spot questionnaires and 80 discharge surveys were collected...
April 19, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28409510/combined-osteopathy-and-exercise-management-of-achilles-tendinopathy-in-an-athlete-a-case-report
#8
Georgia Ross, Chris Macfarlane, Brett Vaughan
Mid-portion Achilles tendinopathy is a common injury in sporting populations. There is conflicting evidence about the best approach to conservative management. This report focuses on the rehabilitation of an Achilles tendinopathy utilising osteopathic manual therapy (OMT) and a structured exercise program in a semi-professional volleyballer. The patient presented with a 4-month history of right mid-portion Achilles tendon pain that begun after a lateral inversion sprain of the right ankle. The primary complaint was pain impacting the patients vertical jump performance...
April 13, 2017: Journal of Sports Medicine and Physical Fitness
https://www.readbyqxmd.com/read/28400870/a-prospective-cohort-study-of-the-therapeutic-patterns-challenges-and-outcomes-of-paediatric-femoral-fractures-in-a-cameroonian-tertiary-center
#9
Joel Noutakdie Tochie, Marc Leroy Guifo, Marie-Ange Ngo Yamben, Roger Moulion, Ibrahim Farikou
BACKGROUND: Knowledge of the therapeutic patterns, challenges and outcomes of treatment of paediatric femoral fractures (PFF) helps to better choose the ideal therapeutic modality which is still controversial. However, this data is scarce in the sub-Saharan African literature. OBJECTIVE: To determine the therapeutic patterns, treatment challenges and outcomes of treatment of PFF in a tertiary care centre in Cameroon. METHOD: We conducted a prospective cohort study of all consenting consecutive cases of femoral fractures in patients younger than 16 years managed between 2011 and 2015 at the surgical unit of Yaoundé University Teaching Hospital, Cameroon...
2017: Open Orthopaedics Journal
https://www.readbyqxmd.com/read/28398175/interactive-design-of-patient-oriented-video-games-for-rehabilitation-concept-and-application
#10
Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari, Saverio Fontana
PURPOSE: Serious video-games are innovative tools used to train the motor skills of subjects affected by neurological disorders. They are often developed to train a specific type of patients and the rules of the game are standardly defined. A system that allows the therapist to design highly patient-oriented video-games, without specific informatics skills, is proposed. METHOD: The system consists of one personal computer, two screens, a Kinect™ sensor and a specific software developed here for the design of the video-games...
April 11, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28382812/cognitive-effects-of-weight-shifting-controlled-exergames-in-patients-with-chronic-stroke-a-pilot-randomized-comparison-trial
#11
Jen-Wen Hung, Chiung-Xia Chou, Hsueh-Feng Chang, Wen-Chi Wu, Yen-Wei Hsieh, Po-Chih Chen, Min-Yuan Yu, Chiung-Chih Chang, Jr-Rung Lin
BACKGROUND: The exergaming training involves motor as well as cognitive stimulation. Although exergame studies have been reported to have benefits in motor function, the effects of exergames on improving cognitive function remain inconclusive. Moreover, no study has been reported in stroke patients. AIM: The objective of this study was to compare the cognitive effects of 2 weight-shifting controlled exergaming systems and conventional weight- shifting training in patients with chronic stroke...
April 4, 2017: European Journal of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28359181/serious-games-for-upper-limb-rehabilitation-a-systematic-review
#12
João Pedro Proença, Cláudia Quaresma, Pedro Vieira
The aim of this research is to carry out a systematic review of the use of technological gaming platforms with serious games in the upper limb rehabilitation of patients with neuromotor disorders. Through a systematic review, the first two authors defined the inclusion criteria and extracted the data, resulting in 38 studies collected from B-On, PubMed and Medline. Ninety-two per cent of the selected articles were published since 2010. This review documents 35 different gaming platforms types. Twenty-one of the 38 articles included in this review conducted a clinical trial and of those only eight report improvements in the target population following the use of the games and platforms...
March 30, 2017: Disability and Rehabilitation. Assistive Technology
https://www.readbyqxmd.com/read/28355976/on-ice-return-to-hockey-progression-after-anterior-cruciate-ligament-reconstruction
#13
Jacob J Capin, William Behrns, Karen Thatcher, Amelia Arundale, Angela Hutchinson Smith, Lynn Snyder-Mackler
Synopsis Limited literature exists pertaining to rehabilitation of ice hockey players seeking to return-to-sport after anterior cruciate ligament reconstruction (ACLR). The purpose of this clinical commentary is to present a criterion-based, return-to-ice hockey progression for athletes after ACLR. First, we review pertinent literature and provide previously published guidelines on general rehabilitation after ACLR. Then, we present a four-phase, on-ice skating progression with objective criteria to initiate each phase...
March 29, 2017: Journal of Orthopaedic and Sports Physical Therapy
https://www.readbyqxmd.com/read/28333997/learning-better-by-repetition-or-variation-is-transfer-at-odds-with-task-specific-training
#14
Emmanuel Bonney, Lemke Dorothee Jelsma, Gillian D Ferguson, Bouwien C M Smits-Engelsman
OBJECTIVE: Transfer of motor skills is the ultimate goal of motor training in rehabilitation practice. In children with Developmental Coordination Disorder (DCD), very little is known about how skills are transferred from training situations to real life contexts. In this study we examined the influence of two types of practice on transfer of motor skills acquired in a virtual reality (VR) environment. METHOD: One hundred and eleven children with DCD and their typically developing (TD) peers, aged 6-10 years (M = 8...
2017: PloS One
https://www.readbyqxmd.com/read/28330586/structured-wii-protocol-for-rehabilitation-of-shoulder-impingement-syndrome-a-pilot-study
#15
John-Ross Rizzo, Peter Thai, Edward J Li, Terence Tung, Todd E Hudson, Joseph Herrera, Preeti Raghavan
OBJECTIVE: To determine the feasibility and efficacy of using a structured Nintendo Wii protocol to improve range of motion, strength, and quality of life in patients with shoulder impingement syndrome. METHODS: A total of 14 patients with shoulder pain were randomized to perform a structured Wii protocol (n=8) or conventional therapy (n=6). Pain-free shoulder range of motion, strength, shoulder pain and disability, and quality of life were assessed pre- and post-treatment...
March 15, 2017: Annals of Physical and Rehabilitation Medicine
https://www.readbyqxmd.com/read/28330504/competitive-and-cooperative-arm-rehabilitation-games-played-by-a-patient-and-unimpaired-person-effects-on-motivation-and-exercise-intensity
#16
Maja Goršič, Imre Cikajlo, Domen Novak
BACKGROUND: People with chronic arm impairment should exercise intensely to regain their abilities, but frequently lack motivation, leading to poor rehabilitation outcome. One promising way to increase motivation is through interpersonal rehabilitation games, which allow patients to compete or cooperate together with other people. However, such games have mainly been evaluated with unimpaired subjects, and little is known about how they affect motivation and exercise intensity in people with chronic arm impairment...
March 23, 2017: Journal of Neuroengineering and Rehabilitation
https://www.readbyqxmd.com/read/28287998/design-and-validation-of-a-virtual-player-for-studying-interpersonal-coordination-in-the-mirror-game
#17
Chao Zhai, Francesco Alderisio, Piotr Slowinski, Krasimira Tsaneva-Atanasova, Mario di Bernardo
The mirror game has been recently proposed as a simple, yet powerful paradigm for studying interpersonal interactions. It has been suggested that a virtual partner able to play the game with human subjects can be an effective tool to affect the underlying neural processes needed to establish the necessary connections between the players, and also to provide new clinical interventions for rehabilitation of patients suffering from social disorders. Inspired by the motor processes of the central nervous system (CNS) and the musculoskeletal system in the human body, in this paper we develop a novel interactive cognitive architecture based on nonlinear control theory to drive a virtual player (VP) to play the mirror game with a human player (HP) in different configurations...
March 7, 2017: IEEE Transactions on Cybernetics
https://www.readbyqxmd.com/read/28286964/factors-impacting-participation-in-sports-for-children-with-limb-absence-a-qualitative-study
#18
Batoul Sayed Ahmed, Marena Lamy, Debra Cameron, Lisa Artero, Sandra Ramdial, Matthew Leineweber, Jan Andrysek
BACKGROUND: Individuals with limb absence benefit from participating in sports. While barriers and facilitators affecting sport participation are well documented for adults, they have not been explored for children with limb absence. PURPOSE: To identify the perceived factors impacting participation in sports according to children with limb absence and their parents. METHODS: This study uses a descriptive qualitative study design. Nineteen participants, consisting of children and their parents, were recruited from an outpatient hospital clinic for semi-structured interviews...
March 12, 2017: Disability and Rehabilitation
https://www.readbyqxmd.com/read/28286543/a-psychometric-tool-for-a-virtual-reality-rehabilitation-approach-for-dyslexia
#19
Elisa Pedroli, Patrizia Padula, Andrea Guala, Maria Teresa Meardi, Giuseppe Riva, Giovanni Albani
Dyslexia is a chronic problem that affects the life of subjects and often influences their life choices. The standard rehabilitation methods all use a classic paper and pencil training format but these exercises are boring and demanding for children who may have difficulty in completing the treatments. It is important to develop a new rehabilitation program that would help children in a funny and engaging way. A Wii-based game was developed to demonstrate that a short treatment with an action video game, rather than phonological or orthographic training, may improve the reading abilities in dyslexic children...
2017: Computational and Mathematical Methods in Medicine
https://www.readbyqxmd.com/read/28269584/virtual-reality-for-pediatric-neuro-rehabilitation-adaptive-visual-feedback-of-movement-to-engage-the-mirror-neuron-system
#20
Roopeswar Kommalapati, Konstantinos P Michmizos
Sensorimotor therapy gives optimal results when patients are cognitively engaged into highly repetitive tasks, a goal that most children find hard to pursue. This paper presents the key developments of our ongoing effort to design an interactive rehabilitation environment that motivates physically impaired children throughout their therapy. The continuous motivation is achieved by the system adapting fundamental therapeutic components to the performance of each child. The relevant movement is mirrored to an animated character projected in front of the child...
August 2016: Conference Proceedings: Annual International Conference of the IEEE Engineering in Medicine and Biology Society
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