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

B Bonnechère, B Jansen, L Omelina… - International journal of …, 2016 - journals.lww.com
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 …

Vision-based serious games and virtual reality systems for motor rehabilitation: A review geared toward a research methodology

I Ayed, A Ghazel, A Jaume-i-Capo… - International journal of …, 2019 - Elsevier
Background Nowadays, information technologies are being widely adopted to promote
healthcare and rehabilitation. Owing to their affordability and use of hand-free controllers …

[HTML][HTML] Effects of virtual reality associated with serious games for upper limb rehabilitation in patients with multiple sclerosis: Randomized controlled trial

A Cuesta-Gómez, P Sánchez-Herrera-Baeza… - … of neuroengineering and …, 2020 - Springer
Background Dexterity and activities of daily living limitations on the upper limb (UL)
represent one of the most common problems in patients with multiple sclerosis (MS). The …

Serious games for arm rehabilitation of persons with multiple sclerosis. A randomized controlled pilot study

J Jonsdottir, R Bertoni, M Lawo, A Montesano… - Multiple sclerosis and …, 2018 - Elsevier
Objectives The feasibility and preliminary evidence for efficacy of a serious games platform
compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis …

[HTML][HTML] Clinical feasibility of interactive motion-controlled games for stroke rehabilitation

KJ Bower, J Louie, Y Landesrocha, P Seedy… - … of neuroengineering and …, 2015 - Springer
Background Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have
become increasingly popular for use in stroke rehabilitation. However, these systems are not …

Is Nintendo Wii an effective intervention for individuals with stroke? A systematic review and meta-analysis

G Cheok, D Tan, A Low, J Hewitt - Journal of the American Medical …, 2015 - Elsevier
Objective To investigate the effectiveness of Nintendo Wii compared with no intervention or
other exercise interventions in the rehabilitation of adults with stroke. Data Sources Seven …

[HTML][HTML] Use of the leap motion controller® system in the rehabilitation of the upper limb in stroke. A systematic review

Á Aguilera-Rubio, IM Alguacil-Diego… - Journal of Stroke and …, 2022 - Elsevier
Objectives Upper limb impairment is the most common motor impairment in stroke survivors.
The use of new technologies in the field of rehabilitation aims to reduce the impact of …

[图书][B] Serious games in rehabilitation

B Bonnechère, B Bonnechère - 2018 - Springer
Before discussing the possibility of integrating serious games into conventional treatment of
pathologies, it is important to differentiate the kind of approaches that can be used. The …

[HTML][HTML] The impact of a novel immersive virtual reality technology associated with serious games in Parkinson's disease patients on upper limb rehabilitation: a mixed …

P Sánchez-Herrera-Baeza, R Cano-de-la-Cuerda… - Sensors, 2020 - mdpi.com
Background: Parkinson's disease is a neurodegenerative disorder that causes impaired
motor functions. Virtual reality technology may be recommended to optimize motor learning …

The effect of a virtual reality game intervention on balance for patients with stroke: a randomized controlled trial

HC Lee, CL Huang, SH Ho, WH Sung - Games for health journal, 2017 - liebertpub.com
Objective: The aim of this study was to investigate the effects of virtual reality (VR) balance
training conducted using Kinect for Xbox® games on patients with chronic stroke. Materials …