Cargando…
Digital games for rehabilitation of speech disorders: A scoping review
BACKGROUND AND AIMS: Digital games are among the treatment methods for speech disorders that serve purposes other than mere entertainment. These games have been used for different speech disorders at any age. This study aims to review articles that have used digital games for rehabilitating speech d...
Autores principales: | , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
John Wiley and Sons Inc.
2023
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10240099/ https://www.ncbi.nlm.nih.gov/pubmed/37283880 http://dx.doi.org/10.1002/hsr2.1308 |
_version_ | 1785053670655655936 |
---|---|
author | Hajesmaeel‐Gohari, Sadrieh Goharinejad, Saeideh Shafiei, Elaheh Bahaadinbeigy, Kambiz |
author_facet | Hajesmaeel‐Gohari, Sadrieh Goharinejad, Saeideh Shafiei, Elaheh Bahaadinbeigy, Kambiz |
author_sort | Hajesmaeel‐Gohari, Sadrieh |
collection | PubMed |
description | BACKGROUND AND AIMS: Digital games are among the treatment methods for speech disorders that serve purposes other than mere entertainment. These games have been used for different speech disorders at any age. This study aims to review articles that have used digital games for rehabilitating speech disorders. METHODS: This study was a scoping review. PubMed, Scopus, and Web of Science were searched on February 28, 2022, to access the articles on digital games used in rehabilitation of speech disorders without any date restrictions. The search strategy was as follows: (“video game [MeSH term]” OR “computer game” OR “mobile game” OR “serious game” OR gamification [MeSH term]) AND (“speech pathology” OR “speech therapy [MeSH term]” OR “speech disorder [MeSH term]” OR stuttering [MeSH term]). Original interventional and observational studies in English were included. The data were extracted from the relevant articles, including the first author's name, year of publication, country, target group, participants, mobile device/computer‐based, type of game design, language level, number of sessions, and outcome. Descriptive statistics were used to analyze the data. RESULTS: Of 693 retrieved articles, 10 articles were included in this study. Digital games were used for different speech disorders such as apraxia (20%), dysarthria (10%), articulatory hypokinesia in Parkinson's disease (10%), dysphonic disorder (10%), hearing disability (10%), phonological impairment (10%), and speech disorder in autism (10%). Most of the articles (60%) used a mobile device‐based game. Phonemes (30%), words (30%), and sentences (20%) were the most frequently used language levels in designing digital games. All the reviewed articles reported the positive effect of digital games on speech and the patients' motivation in therapy. CONCLUSION: Digital games can improve patients' speech and motivation in therapy. Although studies showed the positive impact of digital games on speech disorders, personalized speech therapy should be considered in designing these games. |
format | Online Article Text |
id | pubmed-10240099 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | John Wiley and Sons Inc. |
record_format | MEDLINE/PubMed |
spelling | pubmed-102400992023-06-06 Digital games for rehabilitation of speech disorders: A scoping review Hajesmaeel‐Gohari, Sadrieh Goharinejad, Saeideh Shafiei, Elaheh Bahaadinbeigy, Kambiz Health Sci Rep Narrative Review BACKGROUND AND AIMS: Digital games are among the treatment methods for speech disorders that serve purposes other than mere entertainment. These games have been used for different speech disorders at any age. This study aims to review articles that have used digital games for rehabilitating speech disorders. METHODS: This study was a scoping review. PubMed, Scopus, and Web of Science were searched on February 28, 2022, to access the articles on digital games used in rehabilitation of speech disorders without any date restrictions. The search strategy was as follows: (“video game [MeSH term]” OR “computer game” OR “mobile game” OR “serious game” OR gamification [MeSH term]) AND (“speech pathology” OR “speech therapy [MeSH term]” OR “speech disorder [MeSH term]” OR stuttering [MeSH term]). Original interventional and observational studies in English were included. The data were extracted from the relevant articles, including the first author's name, year of publication, country, target group, participants, mobile device/computer‐based, type of game design, language level, number of sessions, and outcome. Descriptive statistics were used to analyze the data. RESULTS: Of 693 retrieved articles, 10 articles were included in this study. Digital games were used for different speech disorders such as apraxia (20%), dysarthria (10%), articulatory hypokinesia in Parkinson's disease (10%), dysphonic disorder (10%), hearing disability (10%), phonological impairment (10%), and speech disorder in autism (10%). Most of the articles (60%) used a mobile device‐based game. Phonemes (30%), words (30%), and sentences (20%) were the most frequently used language levels in designing digital games. All the reviewed articles reported the positive effect of digital games on speech and the patients' motivation in therapy. CONCLUSION: Digital games can improve patients' speech and motivation in therapy. Although studies showed the positive impact of digital games on speech disorders, personalized speech therapy should be considered in designing these games. John Wiley and Sons Inc. 2023-06-04 /pmc/articles/PMC10240099/ /pubmed/37283880 http://dx.doi.org/10.1002/hsr2.1308 Text en © 2023 The Authors. Health Science Reports published by Wiley Periodicals LLC. https://creativecommons.org/licenses/by-nc-nd/4.0/This is an open access article under the terms of the http://creativecommons.org/licenses/by-nc-nd/4.0/ (https://creativecommons.org/licenses/by-nc-nd/4.0/) License, which permits use and distribution in any medium, provided the original work is properly cited, the use is non‐commercial and no modifications or adaptations are made. |
spellingShingle | Narrative Review Hajesmaeel‐Gohari, Sadrieh Goharinejad, Saeideh Shafiei, Elaheh Bahaadinbeigy, Kambiz Digital games for rehabilitation of speech disorders: A scoping review |
title | Digital games for rehabilitation of speech disorders: A scoping review |
title_full | Digital games for rehabilitation of speech disorders: A scoping review |
title_fullStr | Digital games for rehabilitation of speech disorders: A scoping review |
title_full_unstemmed | Digital games for rehabilitation of speech disorders: A scoping review |
title_short | Digital games for rehabilitation of speech disorders: A scoping review |
title_sort | digital games for rehabilitation of speech disorders: a scoping review |
topic | Narrative Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10240099/ https://www.ncbi.nlm.nih.gov/pubmed/37283880 http://dx.doi.org/10.1002/hsr2.1308 |
work_keys_str_mv | AT hajesmaeelgoharisadrieh digitalgamesforrehabilitationofspeechdisordersascopingreview AT goharinejadsaeideh digitalgamesforrehabilitationofspeechdisordersascopingreview AT shafieielaheh digitalgamesforrehabilitationofspeechdisordersascopingreview AT bahaadinbeigykambiz digitalgamesforrehabilitationofspeechdisordersascopingreview |