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Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review
INTRODUCTION: The emergence of gaming technologies, such as videogames and virtual reality, provides a wide variety of possibilities in intensively and enjoyably performing rehabilitation for children with neurological disorders. Solid evidence-based results are however required to promote the use o...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
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Frontiers Media S.A.
2022
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Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8832052/ https://www.ncbi.nlm.nih.gov/pubmed/35155305 http://dx.doi.org/10.3389/fped.2022.775356 |
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author | Iosa, Marco Verrelli, Cristiano Maria Gentile, Amalia Egle Ruggieri, Martino Polizzi, Agata |
author_facet | Iosa, Marco Verrelli, Cristiano Maria Gentile, Amalia Egle Ruggieri, Martino Polizzi, Agata |
author_sort | Iosa, Marco |
collection | PubMed |
description | INTRODUCTION: The emergence of gaming technologies, such as videogames and virtual reality, provides a wide variety of possibilities in intensively and enjoyably performing rehabilitation for children with neurological disorders. Solid evidence-based results are however required to promote the use of different gaming technologies in pediatric neurorehabilitation, while simultaneously exploring new related directions concerning neuro-monitoring and rehabilitation in familiar settings. AIM OF THE STUDY AND METHODS: In order to analyze the state of the art regarding the available gaming technologies for pediatric neurorehabilitation, Scopus and Pubmed Databases have been searched by following: PRISMA statements, PICOs classification, and PEDro scoring. RESULTS: 43 studies have been collected and classified as follows: 11 feasibility studies; six studies proposing home-system solutions; nine studies presenting gamified robotic devices; nine longitudinal intervention trials; and eight reviews. Most of them rely on feasibility or pilot trials characterized by small sample sizes and short durations; different methodologies, outcome assessments and terminologies are involved; the explored spectrum of neurological conditions turns out to be scanty, mainly including the most common and wider debilitating groups of conditions in pediatric neurology: cerebral palsy, brain injuries and autism. CONCLUSION: Even though it highlights reduced possibilities of drawing evidence-based conclusions due to the above outlined biases, this systematic review raises awareness among pediatricians and other health professionals about gaming technologies. Such a review also points out a definite need of rigorous studies that clearly refer to the underlying neuroscientific principles. |
format | Online Article Text |
id | pubmed-8832052 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Frontiers Media S.A. |
record_format | MEDLINE/PubMed |
spelling | pubmed-88320522022-02-12 Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review Iosa, Marco Verrelli, Cristiano Maria Gentile, Amalia Egle Ruggieri, Martino Polizzi, Agata Front Pediatr Pediatrics INTRODUCTION: The emergence of gaming technologies, such as videogames and virtual reality, provides a wide variety of possibilities in intensively and enjoyably performing rehabilitation for children with neurological disorders. Solid evidence-based results are however required to promote the use of different gaming technologies in pediatric neurorehabilitation, while simultaneously exploring new related directions concerning neuro-monitoring and rehabilitation in familiar settings. AIM OF THE STUDY AND METHODS: In order to analyze the state of the art regarding the available gaming technologies for pediatric neurorehabilitation, Scopus and Pubmed Databases have been searched by following: PRISMA statements, PICOs classification, and PEDro scoring. RESULTS: 43 studies have been collected and classified as follows: 11 feasibility studies; six studies proposing home-system solutions; nine studies presenting gamified robotic devices; nine longitudinal intervention trials; and eight reviews. Most of them rely on feasibility or pilot trials characterized by small sample sizes and short durations; different methodologies, outcome assessments and terminologies are involved; the explored spectrum of neurological conditions turns out to be scanty, mainly including the most common and wider debilitating groups of conditions in pediatric neurology: cerebral palsy, brain injuries and autism. CONCLUSION: Even though it highlights reduced possibilities of drawing evidence-based conclusions due to the above outlined biases, this systematic review raises awareness among pediatricians and other health professionals about gaming technologies. Such a review also points out a definite need of rigorous studies that clearly refer to the underlying neuroscientific principles. Frontiers Media S.A. 2022-01-28 /pmc/articles/PMC8832052/ /pubmed/35155305 http://dx.doi.org/10.3389/fped.2022.775356 Text en Copyright © 2022 Iosa, Verrelli, Gentile, Ruggieri and Polizzi. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms. |
spellingShingle | Pediatrics Iosa, Marco Verrelli, Cristiano Maria Gentile, Amalia Egle Ruggieri, Martino Polizzi, Agata Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review |
title | Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review |
title_full | Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review |
title_fullStr | Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review |
title_full_unstemmed | Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review |
title_short | Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review |
title_sort | gaming technology for pediatric neurorehabilitation: a systematic review |
topic | Pediatrics |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8832052/ https://www.ncbi.nlm.nih.gov/pubmed/35155305 http://dx.doi.org/10.3389/fped.2022.775356 |
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