2021
DOI: 10.1007/s42600-021-00162-3
|View full text |Cite
|
Sign up to set email alerts
|

A systematic review of serious games used for rehabilitation of individuals with Parkinson’s disease

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
4
1

Citation Types

1
8
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
5
2
1

Relationship

2
6

Authors

Journals

citations
Cited by 8 publications
(14 citation statements)
references
References 53 publications
1
8
0
Order By: Relevance
“…This component of the MREP platform includes 3D exergames in virtual environments designed and developed for motor rehabilitation according to the clinical and therapeutic specifications of the HCPs. In recent decades, the potential benefits of virtual reality [ 81 , 82 , 83 , 84 ] and exergaming [ 85 , 86 , 87 ] have been extensively investigated for rehabilitation purposes in several pathologies, as an innovative tool to stimulate motor and cognitive functions, even simultaneously, highlighting the advantages in joining them to traditional therapeutic protocols [ 88 ]. The primary role of exergames is to promote specific motor and cognitive tasks through the experience of playing games in a virtual environment, with the goal of increasing engagement through positive feedback and gamification features typical of video games (motivation, rewards, fun) and, at the same time, to encourage stimulating new rehabilitation goals in the medium–long term as planned by HCPs [ 83 , 89 , 90 ].…”
Section: Methodsmentioning
confidence: 99%
“…This component of the MREP platform includes 3D exergames in virtual environments designed and developed for motor rehabilitation according to the clinical and therapeutic specifications of the HCPs. In recent decades, the potential benefits of virtual reality [ 81 , 82 , 83 , 84 ] and exergaming [ 85 , 86 , 87 ] have been extensively investigated for rehabilitation purposes in several pathologies, as an innovative tool to stimulate motor and cognitive functions, even simultaneously, highlighting the advantages in joining them to traditional therapeutic protocols [ 88 ]. The primary role of exergames is to promote specific motor and cognitive tasks through the experience of playing games in a virtual environment, with the goal of increasing engagement through positive feedback and gamification features typical of video games (motivation, rewards, fun) and, at the same time, to encourage stimulating new rehabilitation goals in the medium–long term as planned by HCPs [ 83 , 89 , 90 ].…”
Section: Methodsmentioning
confidence: 99%
“…Because exercises through games are perceived by the individuals as entertainment rather than therapy, these instruments promote more motivation to patients and reinforce adherence to the therapeutic process, contributing to the maintenance and/or improvement of the quality of life of the individuals ( Tarousi et al, 2021 ). In addition to allowing movement training for motor rehabilitation purposes, which is the most commonly found application in the literature for SG ( de Oliveira et al, 2021 ), patient monitoring and motor symptom assessment of a wide range of diseases, such as Parkinson’s disease (PD), can be performed using SG ( Wilkinson et al, 2018 ).…”
Section: Introductionmentioning
confidence: 99%
“…PD is a neurodegenerative disorder that affects approximately 2% of the population over 60 years old ( Singh & Ganley, 2021 ) and is characterized by the loss of dopaminergic neurons, which promote the appearance of motor symptoms, such as bradykinesia and tremor ( Balestrino & Schapira, 2020 ). Due to the variety and severity of the symptoms of this disease, the importance of implementing technological resources such as SG as a valuable tool for clinical assessment and patient-centered monitoring is highlighted ( de Oliveira et al, 2021 ; Tarousi et al, 2021 ). When used for clinical assessments, SG allows health professionals to provide more personalized follow-up to patients while also assisting them in disease monitoring ( Tarousi et al, 2021 ).…”
Section: Introductionmentioning
confidence: 99%
“…Recently, much attention has been paid to the potential benefits of exergaming [ 15 , 16 , 17 , 18 , 19 , 20 ] and virtual reality [ 21 , 22 , 23 ] for motor rehabilitation and the stimulation of cognitive functions [ 16 , 24 , 25 ]. The combination of physical and cognitive training for the purpose of stimulating the patient with motor exercises while performing concurrent cognitive tasks, has been also investigated [ 26 , 27 , 28 ].…”
Section: Introductionmentioning
confidence: 99%