The use of commercial video games in rehabilitation: a systematic review

@article{Bonnechre2016TheUO,
  title={The use of commercial video games in rehabilitation: a systematic review},
  author={B. Bonnech{\`e}re and B. Jansen and L. Omelina and S. Van Sint Jan},
  journal={International Journal of Rehabilitation Research},
  year={2016},
  volume={39},
  pages={277–290}
}
The aim of this paper was to investigate the effect of commercial video games (VGs) in physical rehabilitation of motor functions. Several databases were screened (Medline, SAGE Journals Online, and ScienceDirect) using combinations of the following free-text terms: commercial games, video games, exergames, serious gaming, rehabilitation games, PlayStation, Nintendo, Wii, Wii Fit, Xbox, and Kinect. The search was limited to peer-reviewed English journals. The beginning of the search time frame… Expand
Serious games as rehabilitation tools in neurological conditions: A comprehensive review.
TLDR
Evaluating the impact of SG on neurorehabilitation therapies as well as patients' perspectives on rehabilitation concluded that SG are efficient exergame tools, however, future studies should explore patient perspectives that could help to design evidence-based games for rehabilitation purposes. Expand
Exercise-based games interventions at home in individuals with a neurological disease: A systematic review and meta-analysis.
TLDR
This systematic review reveals that EBGs seem a relevant alternative for rehabilitation at home because the effectiveness of these interventions was at least equivalent to conventional therapy or usual care. Expand
The Use of New Mobile and Gaming Technologies for the Assessment and Rehabilitation of People with Ataxia: a Systematic Review and Meta-analysis
TLDR
Although there were a small number of trials and of low methodological quality, all of them reported an improvement of motor outcomes and quality of life as measured by specific scales, including the SARA, BBS, DHI, and SF-36 scores. Expand
The Xbox/Kinect use in poststroke rehabilitation settings: a systematic review.
TLDR
The greater use of Xbox/Kinect in treating patients after stroke is in recovery of balance and motor function, and the evidence support its application, enabling the use of virtual reality technology through Xbox/ Kinect in rehabilitation programs. Expand
Play seriously: Effectiveness of serious games and their features in motor rehabilitation. A meta-analysis.
TLDR
SGs showed that SGs are more effective in improving motor upper limb and movement/balance functions compared to conventional rehabilitation, and there were no consistent differences between various game features in their contribution to effects. Expand
Systematic Review on the Effects of Serious Games and Wearable Technology Used in Rehabilitation of Patients With Traumatic Bone and Soft Tissue Injuries.
TLDR
Serious games seem a safe alternative or addition to conventional physiotherapy after traumatic bone and soft tissue injuries and future research should determine their validity and effectiveness in rehabilitation therapy, next to their cost-effectiveness and effect on treatment adherence. Expand
COMPUTER GAME-BASED REHABILITATION FOR POSTSTROKE UPPER LIMB DEFICITS- SYSTEMATIC REVIEW AND META-ANALYSIS
TLDR
Computer-game-based therapy or non-immersive virtual rehabilitation is effective and acceptable for upper limb rehabilitation after stroke with significant improvement in ‘activity-limitation,’ this mode of rehabilitation can be adapted for patient-specific needs. Expand
Effectiveness of training with motion-controlled commercial video games on hand and arm function in young people with cerebral palsy: A systematic review and meta-analysis.
TLDR
Despite a significantly greater improvement in hand and arm function in favour of motion-controlled commercial video games, the results should be interpreted with caution with regards to high risk of bias and the low strength of evidence. Expand
Gamedesign and Physiotherapy: Contribution of Gamification and UX Techniques to Physical Teenagers' Recovery
TLDR
To verify the existence of studies that use the Videogame in the postural rehabilitation in school context and the prevalence of using videogames with and without motion device in school-age children and teenagers and its relationship with back pain, a questionnaire designed with sociodemographic information, use of videogames and body discomfort scale was applied. Expand
Active Video Games as a Training Tool for Individuals With Chronic Respiratory Diseases
TLDR
Although the quality of evidence was low, in a small number of studies active video games induced peak heart rates and dyspnea levels comparable with traditional exercise training, requiring larger and longer-term randomized controlled trials to establish the impact of video game training for individuals with chronic respiratory diseases. Expand
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 151 REFERENCES
Counting Repetitions: An Observational Study of Video Game Play in People With Chronic Poststroke Hemiparesis
TLDR
Active gaming (specifically Playstation 2 EyeToy) provided more upper extremity repetitions than those reported in the literature by using traditional therapy, suggesting that it may be a modality to promote increased active movements in individuals poststroke. Expand
Video Games and Rehabilitation: Using Design Principles to Enhance Engagement in Physical Therapy
TLDR
A method to evaluate effects of video game play on motor learning and their potential to increase patient engagement with therapy, particularly commercial games that can be interfaced with adapted control systems is offered. Expand
A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke
TLDR
Patients were positive to using video games in rehabilitation and the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke was investigated to inform future sample size and study design. Expand
Balance exercise for persons with multiple sclerosis using Wii games: a randomised, controlled multi-centre study
TLDR
In comparison with no intervention, a programme of supervised balance exercise using Nintendo Wii Fit® did not render statistically significant differences, but presented moderate effect sizes for several measures of balance performance. Expand
Effects of Training Using Video Games on the Muscle Strength, Muscle Tone, and Activities of Daily Living of Chronic Stroke Patients
TLDR
The training using video games played on the Xbox Kinect had a positive effect on the motor function and performance of activities of daily living in the experimental group. Expand
The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial
TLDR
A balance training performed with a Wii Fit as an add on to the conventional therapy was found to be more effective than conventional therapy alone in improving balance and reducing disability in patients with subacute stroke. Expand
Effects of active video games on body composition: a randomized controlled trial.
TLDR
An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children. Expand
Effectiveness of Virtual Reality Using Wii Gaming Technology in Stroke Rehabilitation: A Pilot Randomized Clinical Trial and Proof of Principle
TLDR
VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke. Expand
A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke.
TLDR
Nintendo Wii appears to be a feasible adjunctive device to augment conventional therapy in a cohort of subacute stroke patients with moderate impairments of upper limb strength and function. Expand
Does the Inclusion of Virtual Reality Games within Conventional Rehabilitation Enhance Balance Retraining after a Recent Episode of Stroke?
TLDR
Results indicate that the inclusion of interactive virtual reality balance related games within conventional rehabilitation can lead to improved functional mobility and balance after a recent episode of stroke without increasing treatment time that requires more health professional manpower. Expand
...
1
2
3
4
5
...