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https://www.readbyqxmd.com/read/28723718/three-dimensional-head-mounted-gaming-task-procedure-maximizes-effects-of-vestibular-rehabilitation-in-unilateral-vestibular-hypofunction-a-randomized-controlled-pilot-trial
#1
Alessandro Micarelli, Andrea Viziano, Ivan Augimeri, Domenico Micarelli, Marco Alessandrini
Considering the emerging advantages related to virtual reality implementation in clinical rehabilitation, the aim of the present study was to discover possible (i) improvements achievable in unilateral vestibular hypofunction patients using a self-assessed head-mounted device (HMD)-based gaming procedure when combined with a classical vestibular rehabilitation protocol (HMD group) as compared with a group undergoing only vestibular rehabilitation and (ii) HMD procedure-related side effects. Therefore, 24 vestibular rehabilitation and 23-matched HMD unilateral vestibular hypofunction individuals simultaneously underwent a 4-week rehabilitation protocol...
July 18, 2017: International Journal of Rehabilitation Research. Revue Internationale de Recherches de Réadaptation
https://www.readbyqxmd.com/read/28701989/supramodal-enhancement-of-auditory-perceptual-and-cognitive-learning-by-video-game-playing
#2
Yu-Xuan Zhang, Ding-Lan Tang, David R Moore, Sygal Amitay
Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence...
2017: Frontiers in Psychology
https://www.readbyqxmd.com/read/28697708/agreed-definitions-and-a-shared-vision-for-new-standards-in-stroke-recovery-research-the-stroke-recovery-and-rehabilitation-roundtable-taskforce
#3
Julie Bernhardt, Kathryn S Hayward, Gert Kwakkel, Nick S Ward, Steven L Wolf, Karen Borschmann, John W Krakauer, Lara A Boyd, S Thomas Carmichael, Dale Corbett, Steven C Cramer
The first Stroke Recovery and Rehabilitation Roundtable established a game changing set of new standards for stroke recovery research. Common language and definitions were required to develop an agreed framework spanning the four working groups: translation of basic science, biomarkers of stroke recovery, measurement in clinical trials and intervention development and reporting. This paper outlines the working definitions established by our group and an agreed vision for accelerating progress in stroke recovery research...
July 2017: International Journal of Stroke: Official Journal of the International Stroke Society
https://www.readbyqxmd.com/read/28688897/gross-motor-ability-predicts-response-to-upper-extremity-rehabilitation-in-chronic-stroke
#4
Sarah Hulbert George, Mohammad Hossein Rafiei, Alexandra Borstad, Hojjat Adeli, Lynne V Gauthier
The majority of rehabilitation research focuses on the comparative effectiveness of different interventions in groups of patients, while much less is currently known regarding individual factors that predict response to rehabilitation. In a recent article, authors presented a prognostic model to identify the sensorimotor characteristics predictive of the extent of motor recovery after Constraint-Induced Movement (CI) therapy amongst individuals with chronic mild-to-moderate motor deficit using the enhanced probabilistic neural network (EPNN)...
July 5, 2017: Behavioural Brain Research
https://www.readbyqxmd.com/read/28676468/rehabilitation-oriented-serious-game-development-and-evaluation-guidelines-for-musculoskeletal-disorders
#5
Mohamad Idriss, Halim Tannous, Dan Istrate, Anaick Perrochon, Jean-Yves Salle, Marie-Christine Ho Ba Tho, Tien-Tuan Dao
BACKGROUND: The progress in information and communication technology (ICT) led to the development of a new rehabilitation technique called "serious game for functional rehabilitation." Previous works have shown that serious games can be used for general health and specific disease management. However, there is still lack of consensus on development and evaluation guidelines. It is important to note that the game performance depends on the designed scenario. OBJECTIVE: The objective of this work was to develop specific game scenarios and evaluate them with a panel of musculoskeletal patients to propose game development and evaluation guidelines...
July 4, 2017: JMIR Serious Games
https://www.readbyqxmd.com/read/28655049/video-game-rehabilitation-of-velopharyngeal-dysfunction-a-case-series
#6
Gabriel J Cler, Talia Mittelman, Maia N Braden, Geralyn Harvey Woodnorth, Cara E Stepp
Purpose: Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization...
June 22, 2017: Journal of Speech, Language, and Hearing Research: JSLHR
https://www.readbyqxmd.com/read/28654475/virtual-reality-and-serious-games-in-neurorehabilitation-of-children-and-adults-prevention-plasticity-and-participation
#7
Judith E Deutsch, Sarah Westcott McCoy
Use of virtual reality (VR) and serious games (SGs) interventions within rehabilitation as motivating tools for task specific training for individuals with neurological conditions are fast-developing. Within this perspective paper we use the framework of the IV STEP conference to summarize the literature on VR and SG for children and adults by three topics: Prevention; Outcomes: Body-Function-Structure, Activity and Participation; and Plasticity. Overall the literature in this area offers support for use of VR and SGs to improve body functions and to some extent activity domain outcomes...
July 2017: Pediatric Physical Therapy
https://www.readbyqxmd.com/read/28628385/serious-games-for-psychotherapy-a-systematic-review
#8
Christiane Eichenberg, Markus Schott
INTRODUCTION: In the evolving digital age, media applications are increasingly playing a greater role in the field of psychotherapy. While the Internet is already in the phase of being established when it comes to the care of mental disorders, experimentation is going on with other modern media such as serious games. A serious game is a game in which education and behavior change is the goal, alongside with entertainment. OBJECTIVE: The objective of the present article was to provide a first empirical overview of serious games applied to psychotherapy and psychosomatic rehabilitation...
June 2017: Games for Health
https://www.readbyqxmd.com/read/28606661/effects-of-virtual-reality-training-using-xbox-kinect-on-motor-function-in-stroke-survivors-a-preliminary-study
#9
Dae-Sung Park, Do-Gyun Lee, Kyeongbong Lee, GyuChang Lee
BACKGROUND: Although the Kinect gaming system (Microsoft Corp, Redmond, WA) has been shown to be of therapeutic benefit in rehabilitation, the applicability of Kinect-based virtual reality (VR) training to improve motor function following a stroke has not been investigated. This study aimed to investigate the effects of VR training, using the Xbox Kinect-based game system, on the motor recovery of patients with chronic hemiplegic stroke. METHODS: This was a randomized controlled trial...
June 9, 2017: Journal of Stroke and Cerebrovascular Diseases: the Official Journal of National Stroke Association
https://www.readbyqxmd.com/read/28600377/serious-gaming-during-multidisciplinary-rehabilitation-for-patients-with-complex-chronic-pain-or-fatigue-complaints-study-protocol-for-a-controlled-trial-and-process-evaluation
#10
Miel A P Vugts, Margot C W Joosen, Agali Mert, Aglaia Zedlitz, Hubertus J M Vrijhoef
INTRODUCTION: Many individuals suffer from chronic pain or functional somatic syndromes and face boundaries for diminishing functional limitations by means of biopsychosocial interventions. Serious gaming could complement multidisciplinary interventions through enjoyment and independent accessibility. A study protocol is presented for studying whether, how, for which patients and under what circumstances, serious gaming improves patient health outcomes during regular multidisciplinary rehabilitation...
June 8, 2017: BMJ Open
https://www.readbyqxmd.com/read/28595611/video-game-rehabilitation-for-outpatient-stroke-vigorous-protocol-for-a-multi-center-comparative-effectiveness-trial-of-in-home-gamified-constraint-induced-movement-therapy-for-rehabilitation-of-chronic-upper-extremity-hemiparesis
#11
Lynne V Gauthier, Chelsea Kane, Alexandra Borstad, Nancy Strahl, Gitendra Uswatte, Edward Taub, David Morris, Alli Hall, Melissa Arakelian, Victor Mark
BACKGROUND: Constraint-Induced Movement therapy (CI therapy) is shown to reduce disability, increase use of the more affected arm/hand, and promote brain plasticity for individuals with upper extremity hemiparesis post-stroke. Randomized controlled trials consistently demonstrate that CI therapy is superior to other rehabilitation paradigms, yet it is available to only a small minority of the estimated 1.2 million chronic stroke survivors with upper extremity disability. The current study aims to establish the comparative effectiveness of a novel, patient-centered approach to rehabilitation utilizing newly developed, inexpensive, and commercially available gaming technology to disseminate CI therapy to underserved individuals...
June 8, 2017: BMC Neurology
https://www.readbyqxmd.com/read/28582245/designing-a-mobile-health-app-for-patients-with-dysphagia-following-head-and-neck-cancer-a-qualitative-study
#12
Gabriela Constantinescu, Irene Loewen, Ben King, Chris Brodt, William Hodgetts, Jana Rieger
BACKGROUND: Adherence to swallowing rehabilitation exercises is important to develop and maintain functional improvement, yet more than half of head and neck cancer (HNC) patients report having difficulty adhering to prescribed regimens. Health apps with game elements have been used in other health domains to motivate and engage patients. Understanding the factors that impact adherence may allow for more effective gamified solutions. OBJECTIVE: The aim of our study was to (1) identify self-reported factors that influence adherence to conventional home therapy without a mobile device in HNC patients and (2) identify appealing biofeedback designs that could be used in a health app...
March 24, 2017: JMIR Rehabil Assist Technol
https://www.readbyqxmd.com/read/28564622/suitability-of-functional-evaluation-embedded-in-serious-game-rehabilitation-exercises-to-assess-motor-development-across-lifespan
#13
B Bonnechère, V Sholukha, L Omelina, M Van Vooren, B Jansen, S Van Sint Jan
The aim of this study was to determine if the results of activities performed using specially developed serious games for physical rehabilitation could be used as an indicator of the natural maturation and decline of motor control in healthy participants. Eighty-one participants (19 children (5-15 years old), 40 adults (18-65 years old) and 22 aged subjects (60-88 years old) participated in this study. Motions performed were recorded using the Kinect sensor. Three different exercises embedded in the games were used to assess upper limb, trunk and lower limb control...
May 25, 2017: Gait & Posture
https://www.readbyqxmd.com/read/28555454/-cognitive-training-combined-with-aerobic-exercises-in-multiple-sclerosis-patients-a-pilot-study
#14
R M Jimenez-Morales, L F Herrera-Jimenez, Y Macias-Delgado, Y T Perez-Medinilla, S M Diaz-Diaz, C Forn
INTRODUCTION: The scientific evidences associated to the effectiveness of different techniques of cognitive rehabilitation are still contradictory. AIM: To compare a program of combined training (physical and cognitive) in front of a program of physical training and to observe their effectiveness about the optimization of the cognitive functions in patients with multiple sclerosis (MS). PATIENTS AND METHODS: It was carried out an experimental study in 32 patients with MS...
June 1, 2017: Revista de Neurologia
https://www.readbyqxmd.com/read/28536062/a-systematic-review-of-gamification-in-e-health
#15
REVIEW
Lamyae Sardi, Ali Idri, José Luis Fernández-Alemán
Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in order to engage audiences and to inject a little fun into mundane activities besides generating motivational and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken advantage of the potential of gamification, the digital healthcare domain has also started to exploit this emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health applications...
July 2017: Journal of Biomedical Informatics
https://www.readbyqxmd.com/read/28527226/play-seriously-effectiveness-of-serious-games-and-their-features-in-motor-rehabilitation-a-meta-analysis
#16
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
#17
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
#18
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
#19
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
#20
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
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