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Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review
BACKGROUND: Serious 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. OBJECTIVE: The aim of this scoping review was to evaluate t...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7762690/ https://www.ncbi.nlm.nih.gov/pubmed/33306029 http://dx.doi.org/10.2196/19071 |
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author | Koutsiana, Elisavet Ladakis, Ioannis Fotopoulos, Dimitris Chytas, Achilleas Kilintzis, Vassilis Chouvarda, Ioanna |
author_facet | Koutsiana, Elisavet Ladakis, Ioannis Fotopoulos, Dimitris Chytas, Achilleas Kilintzis, Vassilis Chouvarda, Ioanna |
author_sort | Koutsiana, Elisavet |
collection | PubMed |
description | BACKGROUND: Serious 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. 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. METHODS: The 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. RESULTS: The 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. CONCLUSIONS: This 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. |
format | Online Article Text |
id | pubmed-7762690 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-77626902020-12-29 Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review Koutsiana, Elisavet Ladakis, Ioannis Fotopoulos, Dimitris Chytas, Achilleas Kilintzis, Vassilis Chouvarda, Ioanna JMIR Serious Games Review BACKGROUND: Serious 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. 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. METHODS: The 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. RESULTS: The 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. CONCLUSIONS: This 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. JMIR Publications 2020-12-11 /pmc/articles/PMC7762690/ /pubmed/33306029 http://dx.doi.org/10.2196/19071 Text en ©Elisavet Koutsiana, Ioannis Ladakis, Dimitris Fotopoulos, Achilleas Chytas, Vassilis Kilintzis, Ioanna Chouvarda. Originally published in JMIR Serious Games (http://games.jmir.org), 11.12.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Review Koutsiana, Elisavet Ladakis, Ioannis Fotopoulos, Dimitris Chytas, Achilleas Kilintzis, Vassilis Chouvarda, Ioanna Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review |
title | Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review |
title_full | Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review |
title_fullStr | Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review |
title_full_unstemmed | Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review |
title_short | Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review |
title_sort | serious gaming technology in upper extremity rehabilitation: scoping review |
topic | Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7762690/ https://www.ncbi.nlm.nih.gov/pubmed/33306029 http://dx.doi.org/10.2196/19071 |
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