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Rehabilitation games

Meltem Kurtuncu, Nurten Arslan
OBJECTIVE: To investigate the impact of group game activities among children with disabilities and their siblings. METHODS: This case-control study was conducted between July and September, 2015, at a rehabilitation centre in Zonguldak province, Turkey. The experimental group comprised children having disabilities, while the control group had healthy siblings and their mothers. The children were directed to play various games with their siblings over a period of four weeks, after which the instruments were administered once again...
March 2018: JPMA. the Journal of the Pakistan Medical Association
Ayhan Aşkın, Emel Atar, Hikmet Koçyiğit, Aliye Tosun
BACKGROUND: Therapeutic benefits of Kinect-based virtual reality (VR) game training in rehabilitation encourage its use to improve motor function. OBJECTIVE: To assess the effects of Kinect-based VR training on motor recovery of the upper extremity and functional outcomes in patients with chronic stroke. METHODS: In this randomized controlled trial, group A received 20 sessions of physical therapy (PT) + 20 sessions of Kinect-based VR training and group B received only 20 sessions of PT...
March 13, 2018: Somatosensory & Motor Research
Danny Eizicovits, Yael Edan, Iris Tabak, Shelly Levy-Tzedek
BACKGROUND: Effective human-robot interactions in rehabilitation necessitates an understanding of how these should be tailored to the needs of the human. We report on a robotic system developed as a partner on a 3-D everyday task, using a gamified approach. OBJECTIVES: To: (1) design and test a prototype system, to be ultimately used for upper-limb rehabilitation; (2) evaluate how age affects the response to such a robotic system; and (3) identify whether the robot's physical embodiment is an important aspect in motivating users to complete a set of repetitive tasks...
2018: Restorative Neurology and Neuroscience
Marika Demers, Daniel Chan Chun Kong, Mindy F Levin
PURPOSE: To determine user satisfaction and safety of incorporating a low-cost virtual rehabilitation intervention as an adjunctive therapeutic option for cognitive-motor upper limb rehabilitation in individuals with sub-acute stroke. METHODS: A low-cost upper limb virtual rehabilitation application incorporating realistic functionally-relevant unimanual and bimanual tasks, specifically designed for cognitive-motor rehabilitation was developed for patients with sub-acute stroke...
March 11, 2018: Disability and Rehabilitation. Assistive Technology
J S Phillips, J Fitzgerald, D Phillis, A Underwood, I Nunney, A Bath
OBJECTIVE: To determine the effectiveness of vestibular rehabilitation using the Wii Fit balance platform, in adults with dizziness. METHODS: A single-site prospective clinical trial was conducted in a university hospital in the UK. Forty patients with dizziness, who would normally be candidates for vestibular rehabilitation, were identified and considered as potential participants. Participants were randomised into either the treatment group (the Wii Fit group) or the control group (standard customised vestibular rehabilitation protocol)...
March 2018: Journal of Laryngology and Otology
G Brun, H Verdoux, G Couhet, C Quiles
OBJECTIVES: Video games and virtual reality have recently become used by clinicians for training or information media or as therapeutic tools. The purpose is to review the use of these technologies for therapy destined for schizophrenia patients. METHODS: We conducted a review in October 2016 using Pubmed, Scopus and PsychInfo using the following Medical Subject Headings (MESH): "video games", "virtual reality" and "therapy, computer-assisted/methods", each associated with "schizophrenia"...
February 28, 2018: L'Encéphale
Maria Izabel Rodrigues Severiano, Bianca Simone Zeigelboim, Hélio Afonso Ghizoni Teive, Geslaine Janaína Barbosa Santos, Vinícius Ribas Fonseca
OBJECTIVE: To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. METHODS: Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. RESULTS: Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation...
February 2018: Arquivos de Neuro-psiquiatria
Stacey J Butler, Annemarie L Lee, Roger S Goldstein, Dina Brooks
PURPOSE: Exercise is an effective treatment for reducing symptom severity and improving quality of life for patients with chronic respiratory diseases. Active video games offer a new and enjoyable way to exercise and have gained popularity in a rehabilitation setting. However, it is unclear whether they achieve comparable physiological and clinical effects as traditional exercise training. METHODS: A systematic literature search was performed to identify studies that included an active video game component as a form of exercise training and a comparator group in chronic respiratory disease...
February 26, 2018: Journal of Cardiopulmonary Rehabilitation and Prevention
Alexa K Stuifbergen, Heather Becker, Francisco Perez, Janet Morrison, Adama Brown, Vicki Kullberg, Wenhui Zhang
BACKGROUND: The effects of multiple sclerosis (MS) on cognition have gained increasing recognition as one of the major disabling symptoms of the disease. Despite the prevalence of these symptoms and their impact on quality of life, limited attention has been given to strategies that might help manage the cognitive changes commonly experienced by persons with MS. OBJECTIVE: The primary purpose of this study was to determine the effectiveness of a novel computer-assisted cognitive rehabilitation intervention MAPSS-MS (Memory, Attention, Problem Solving Skills in MS) in a multi-site trial with persons with MS...
February 16, 2018: Disability and Health Journal
Grégory Ben-Sadoun, Valeria Manera, Julian Alvarez, Guillaume Sacco, Philippe Robert
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer's Disease, SG are currently employed to provide alternative solutions for patients' treatment, stimulation, and rehabilitation. The design of SG for people with ND implies collaborations between professionals in ND and professionals in SG design. As the field is quite young, professionals specialized in both ND and SG are still rare, and recommendations for the design of SG for people with ND are still missing...
2018: Frontiers in Aging Neuroscience
Julio Cesar Silva de Sousa, Camila Torriani-Pasin, Amanda Barboza Tosi, Rafael Yokoyama Fecchio, Luiz Augusto Riani da Costa, Cláudia Lúcia de Moraes Forjaz
OBJECTIVE: To evaluate whether virtual reality games (VRG) in stroke survivors produce significant and reproducible heart rate (HR) and oxygen consumption (VO2) responses during their execution, corresponding to an intensity between the anaerobic threshold (AT) and the respiratory compensation point (RCP). DESIGN: Single subjects repeated measure design SETTING: Stroke survivors registered from a rehabilitation program PARTICIPANTS: Twelve chronic hemiparetic stroke survivors (10 men, 58 ± 12 years) rated at 3 or 4 in the Functional Ambulation Categories (FAC)...
February 8, 2018: Archives of Physical Medicine and Rehabilitation
Guido Giunti, Jan Kool, Octavio Rivera Romero, Enrique Dorronzoro Zubiete
BACKGROUND: Multiple sclerosis (MS) is one of the world's most common neurologic disorders, with symptoms such as fatigue, cognitive problems, and issues with mobility. Evidence suggests that physical activity (PA) helps people with MS reduce fatigue and improve quality of life. The use of mobile technologies for health has grown in recent years with little involvement from relevant stakeholders. User-centered design (UCD) is a design philosophy with the goal of creating solutions specific to the needs and tasks of the intended users...
February 9, 2018: JMIR MHealth and UHealth
Soliane Scapin, Maria Elena Echevarría-Guanilo, Paulo Roberto Boeira Fuculo Junior, Natália Gonçalves, Patrícia Kuerten Rocha, Rebeca Coimbra
AIM: To identify studies that approach immersive virtual realities and its main effects in the treatment of burn patients in the context of the scientific world of literature. METHODS: A systematic review following the steps of Cochrane. The search was conducted in eight databases between May and August 2016. RESULTS: 34 studies were analyzed, including 23 randomized clinical trials. VR was applied using three-dimensional features and video games...
January 29, 2018: Burns: Journal of the International Society for Burn Injuries
Morris D Bell, Holly Laws, Brian Pittman, Jason K Johannesen
Cognitive remediation performed in a cognitive laboratory was compared with a sham control using portable brain games to study effects on vocational, neurocognitive, and functional outcomes for participants with psychotic disorders in vocational rehabilitation (VR). Seventy-seven participants (61% schizophrenia, 39% other psychosis) in transitional (45.5%) or supported employment (54.5%) were randomly assigned to 6 months of portable cognitive-games (CG) or cognitive remediation (CR) plus a weekly goal-setting group, and evaluated during training, post-training and at 12 months...
January 29, 2018: Scientific Reports
Diana J Gorbet, Lauren E Sergio
A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants...
2018: PloS One
Shayden D Bryce, Susan L Rossell, Stuart J Lee, Richard J Lawrence, Eric J Tan, Sean P Carruthers, Jennie L Ponsford
OBJECTIVES: The aim of this study was to evaluate the impact of computer-assisted "drill-and-strategy" cognitive remediation (CR) for community-dwelling individuals with schizophrenia on cognition, everyday self-efficacy, and independent living skills. METHODS: Fifty-six people with schizophrenia or schizoaffective disorder were randomized into CR or computer game (CG) playing (control), and offered twenty 1-hr individual sessions in a group setting over 10 weeks...
January 21, 2018: Journal of the International Neuropsychological Society: JINS
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
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
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
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
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