Abstract

BackgroundSerious gaming has increasingly gained attention as a potential new component in clinical practice. Specifically, its use in the rehabilitation of motor dysfunctions has been intensively researched during the past three decades.ObjectiveThe aim of this scoping review was to evaluate the current role of serious games in upper extremity rehabilitation, and to identify common methods and practice as well as technology patterns. This objective was approached via the exploration of published research efforts over time.MethodsThe literature search, using the PubMed and Scopus databases, included articles published from 1999 to 2019. The eligibility criteria were (i) any form of game-based arm rehabilitation; (ii) published in a peer-reviewed journal or conference; (iii) introduce a game in an electronic format; (iv) published in English; and (v) not a review, meta-analysis, or conference abstract. The search strategy identified 169 relevant articles.ResultsThe results indicated an increasing research trend in the domain of serious gaming deployment in upper extremity rehabilitation. Furthermore, differences regarding the number of publications and the game approach were noted between studies that used commercial devices in their rehabilitation systems and those that proposed a custom-made robotic arm, glove, or other devices for the connection and interaction with the game platform. A particularly relevant observation concerns the evaluation of the introduced systems. Although one-third of the studies evaluated their implementations with patients, in most cases, there is the need for a larger number of participants and better testing of the rehabilitation scheme efficiency over time. Most of the studies that included some form of assessment for the introduced rehabilitation game mentioned user experience as one of the factors considered for evaluation of the system. Besides user experience assessment, the most common evaluation method involving patients was the use of standard medical tests. Finally, a few studies attempted to extract game features to introduce quantitative measurements for the evaluation of patient improvement.ConclusionsThis paper presents an overview of a significant research topic and highlights the current state of the field. Despite extensive attempts for the development of gamified rehabilitation systems, there is no definite answer as to whether a serious game is a favorable means for upper extremity functionality improvement; however, this certainly constitutes a supplementary means for motivation. The development of a unified performance quantification framework and more extensive experiments could generate richer evidence and contribute toward this direction.

Highlights

  • Serious Gaming in Upper Limb Motor RehabilitationMotor rehabilitation in various parts of the body such as the upper or lower limbs aims to help patients restore dysfunctions that affect their mobility

  • In 2007, researchers showed greater interest in upper extremity rehabilitation using new technologies based on serious games, and the number of publications has continued to rise up to the present day

  • With respect to the factor upper extremity part, we found only one study published in 2016 by Hung et al [134] that presented a home-based rehabilitation system focused on the hand muscle

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Summary

Introduction

Motor rehabilitation in various parts of the body such as the upper or lower limbs aims to help patients restore dysfunctions that affect their mobility. In this scoping review, we focus on motor disabilities related to the upper extremities. Objective: The aim of this scoping review was to evaluate the current role of serious games in upper extremity rehabilitation, and to identify common methods and practice as well as technology patterns. This objective was approached via the exploration of published research efforts over time. The development of a unified performance quantification framework and more extensive experiments could generate richer evidence and contribute toward this direction

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