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https://www.readbyqxmd.com/read/28628385/serious-games-for-psychotherapy-a-systematic-review
#1
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
#2
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
#3
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
#4
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
#5
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
#6
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
#7
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
#8
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...
May 20, 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
#9
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
#10
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
#11
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
#12
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
#13
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
#14
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
#15
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
#16
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
#17
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
#18
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
#19
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
#20
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
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