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Journal ArticleDOI

Video games and rehabilitation: using design principles to enhance engagement in physical therapy.

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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.
Abstract
Patient nonadherence with therapy is a major barrier to rehabilitation. Recovery is often limited and requires prolonged, intensive rehabilitation that is time-consuming, expensive, and difficult. We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay. In this Special Interest article, we offer 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. We take the novel approach of integrating research across game design, motor learning, neurophysiology changes, and rehabilitation science to provide criteria by which therapists can assist patients in choosing games appropriate for rehabilitation. Research suggests that video games are beneficial for cognitive and motor skill learning in both rehabilitation science and experimental studies with healthy subjects. Physiological data suggest that gameplay can induce neuroplastic reorganization that leads to long-term retention and transfer of skill; however, more clinical research in this area is needed. There is interdisciplinary evidence suggesting that key factors in game design, including choice, reward, and goals, lead to increased motivation and engagement. We maintain that video game play could be an effective supplement to traditional therapy. Motion controllers can be used to practice rehabilitation-relevant movements, and well-designed game mechanics can augment patient engagement and motivation in rehabilitation. We recommend future research and development exploring rehabilitation-relevant motions to control games and increase time in therapy through gameplay.Video Abstract available (see Video, Supplemental Digital Content 1, http://links.lww.com/JNPT/A61) for more insights from the authors.

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Journal ArticleDOI

Virtual Reality Therapy for Adults Post-Stroke: A Systematic Review and Meta-Analysis Exploring Virtual Environments and Commercial Games in Therapy

TL;DR: VR rehabilitation moderately improves outcomes compared to conventional therapy in adults post-stroke and future research in this area should aim to clearly define conventional therapy, report on participation measures, consider motivational components of therapy, and investigate commercially available systems in larger RCTs.
Journal ArticleDOI

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

TL;DR: The results of this review show that in most cases, the introduction of VG training in physical rehabilitation offered similar results as conventional therapy, and VGs could be added as an adjunct treatment in rehabilitation for various pathologies to stimulate patient motivation.
Journal ArticleDOI

Neural Basis of Video Gaming: A Systematic Review.

TL;DR: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing.
Journal ArticleDOI

Evaluating the evidence for motor-based interventions in developmental coordination disorder: A systematic review and meta-analysis.

TL;DR: Results showed that activity-oriented and body function oriented interventions can have a positive effect on motor function and skills, however, given the varied methodological quality and the large confidence intervals of some studies, the results should be interpreted with caution.
Journal ArticleDOI

Dynamic Difficulty Adjustment (DDA) in Computer Games: A Review

TL;DR: This paper provides a review of the current approaches to dynamic difficulty adjustment (DDA) and suggests ways to improve the quality of the DDA presented to the gamers by providing a customized solution for the gamers.
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