2017
DOI: 10.1111/dmcn.13464
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Use of active video gaming in children with neuromotor dysfunction: a systematic review

Abstract: Heterogeneity of measurement tools and target outcomes prevented meta-analysis or development of formal recommendations. However, AVG is feasible and shows potential for improving outcomes in this population. Additional investigations of dosing variables, utility as a home supplement to clinical care, and outcomes with larger sample sizes are merited.

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Cited by 41 publications
(32 citation statements)
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“…There are also several adjunctive interventions that when combined with task-specific motor training may augment the positive effects of training. These include electrical stimulation [65,[92][93][94], hydrotherapy [108,110,111], taping [159][160][161][162][163][164], transcranial direct current stimulation [101,[166][167][168], and virtual reality serious gaming [33][34][35][36][37][38][39][40][41][42][43][44][45][46][47] (yellow lights, weak positive). These interventions warrant more research as children reported finding gaming interventions rewarding and normalizing, and preferred electrical stimulation to wearing ankle-foot orthoses from a comfort perspective [93].…”
Section: Motor Interventionsmentioning
confidence: 99%
“…There are also several adjunctive interventions that when combined with task-specific motor training may augment the positive effects of training. These include electrical stimulation [65,[92][93][94], hydrotherapy [108,110,111], taping [159][160][161][162][163][164], transcranial direct current stimulation [101,[166][167][168], and virtual reality serious gaming [33][34][35][36][37][38][39][40][41][42][43][44][45][46][47] (yellow lights, weak positive). These interventions warrant more research as children reported finding gaming interventions rewarding and normalizing, and preferred electrical stimulation to wearing ankle-foot orthoses from a comfort perspective [93].…”
Section: Motor Interventionsmentioning
confidence: 99%
“…The benefits of specificity in this field is demonstrated by studies which show that exergaming improves gross motor skills of atypically developing children [ 42 ], acting as a useful rehabilitation tool in this population (e.g., balance control) [ 43 ]. Moreover, task-specific or outcome-specific trainings seem to be a prerequisite for positive effects [ 44 , 45 ].…”
Section: Strengthsmentioning
confidence: 99%
“…Children and adolescents in clinical as well as rehabilitative settings may benefit from exergaming. It has already been shown in rehabilitation that exergaming has the potential to improve general as well as disease specific outcomes [ 44 ]. Moreover, there is promising evidence showing that exergaming is feasible as a physiotherapeutic intervention in adults [ 62 ], and that children’s motor learning may even be enhanced by practice in a virtual environment [ 63 ].…”
Section: Opportunitiesmentioning
confidence: 99%
“…Technology solutions for child health problems are already attempting to address unmet needs in large patient groups. Gamification and virtual reality (VR) systems are now supporting neurorehabilitation allowing the transfer of rehabilitation technologies into the home environment 18–20. Prosthetic limbs are now being developed that are light-weight, customised and use the latest sensor technology to control movement (eg, https://openbionics.com).…”
Section: The Needmentioning
confidence: 99%