2021
DOI: 10.3390/s21144825
|View full text |Cite
|
Sign up to set email alerts
|

Can Immersive Virtual Reality Videogames Help Parkinson’s Disease Patients? A Case Study

Abstract: Video games have proven useful in physical rehabilitation therapy. Accessibility, however, is limited for some groups such as the elderly or patients with Parkinson’s disease (PD). We explore the potential of fully immersive video games as a rehabilitation tool in PD patients. Four patients with mild-moderate PD (3 males:1 female, 53–71 years) participated in the study. Training consisted in two immersive virtual reality video gaming sessions. Outcomes were evaluated using System Usability Scale (SUS), Simulat… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

2
11
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
7
1

Relationship

1
7

Authors

Journals

citations
Cited by 10 publications
(13 citation statements)
references
References 27 publications
(30 reference statements)
2
11
0
Order By: Relevance
“…A heterogeneous sample of 32 volunteers (78.1% men; 71.50 ± 11.80 years) diagnosed with PD (2 ± 1 Hoehn and Yahr stage; 5.97 ± 5.53 time since diagnosis) and belonging to the Vigo Association of Parkinson (Vigo, Spain) were part of the study. Taking into account previous research [17], the following exclusion criteria were established: inability to correctly respond to the assessment protocol according to the clinician s judgment; the presence of cardiovascular, pulmonary, or musculoskeletal conditions that according to the physiotherapist s judgment would affect the patient's ability to participate in the study; and the presence of severe visual loss that could interfere with the ability to see the IVR exergame as well as possibly provoke vertigo, epilepsy, or psychosis. Recruitment was carried out by the association's physiotherapist.…”
Section: Participantsmentioning
confidence: 99%
See 2 more Smart Citations
“…A heterogeneous sample of 32 volunteers (78.1% men; 71.50 ± 11.80 years) diagnosed with PD (2 ± 1 Hoehn and Yahr stage; 5.97 ± 5.53 time since diagnosis) and belonging to the Vigo Association of Parkinson (Vigo, Spain) were part of the study. Taking into account previous research [17], the following exclusion criteria were established: inability to correctly respond to the assessment protocol according to the clinician s judgment; the presence of cardiovascular, pulmonary, or musculoskeletal conditions that according to the physiotherapist s judgment would affect the patient's ability to participate in the study; and the presence of severe visual loss that could interfere with the ability to see the IVR exergame as well as possibly provoke vertigo, epilepsy, or psychosis. Recruitment was carried out by the association's physiotherapist.…”
Section: Participantsmentioning
confidence: 99%
“…A play area of approximately 5 m 2 was marked out following the manufacturer's recommendations and based on our previous experience [17].…”
Section: Wearable Devicementioning
confidence: 99%
See 1 more Smart Citation
“…These assessment tools have been used in the evaluation of previous experiences [32,42] and were intended to assess the feasibility of using exercise-based IVR in the elderly population.…”
Section: Assessmentsmentioning
confidence: 99%
“…Therefore, VR allows participants to experience simulated digital realities similar to those of physical reality, thus creating scenarios that are impossible to experience in the real world [4]. This newly created technology is increasingly applied in various areas of life, such as industry [5], medicine, rehabilitation and healthcare [6][7][8][9][10][11] or education [12,13]. The potential of this technology has also recently been noticed in the context of health-promoting physical activity [14][15][16][17][18], its application for physical education [19], cognitive functions training [20,21], as well as various applications in sport, among which virtual training and performance analysis are the most frequently quoted [22,23].…”
Section: Introductionmentioning
confidence: 99%