2023
DOI: 10.1016/j.msard.2022.104455
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Effect of immersive virtual reality training on hand-to-mouth task performance in people with Multiple Sclerosis: A quantitative kinematic study

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Cited by 8 publications
(6 citation statements)
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“…Furthermore, through the use of serious games (games devised for non-leisure applications too, from education to therapy) and the approach of gamification (adding game features to non-leisure systems), the patient is led to perform repetitive training activities with higher motivation and, consequently, clinical adherence ( Godfrey and Barresi, 2022 ). VR-based exergames have garnered attention within MS rehabilitation, particularly for targeting upper limb movements ( Webster et al, 2021 ; Pau et al, 2023b ; Chadali et al, 2023 ). These games combine task-oriented exercises with elements of gamification to create engaging rehabilitation experiences ( Jonsdottir et al, 2019 ).…”
Section: Virtual and Extended Reality In Rehabilitation For Pwmsmentioning
confidence: 99%
“…Furthermore, through the use of serious games (games devised for non-leisure applications too, from education to therapy) and the approach of gamification (adding game features to non-leisure systems), the patient is led to perform repetitive training activities with higher motivation and, consequently, clinical adherence ( Godfrey and Barresi, 2022 ). VR-based exergames have garnered attention within MS rehabilitation, particularly for targeting upper limb movements ( Webster et al, 2021 ; Pau et al, 2023b ; Chadali et al, 2023 ). These games combine task-oriented exercises with elements of gamification to create engaging rehabilitation experiences ( Jonsdottir et al, 2019 ).…”
Section: Virtual and Extended Reality In Rehabilitation For Pwmsmentioning
confidence: 99%
“…Moreover, although gait and balance seem to be the most targeted functions for this kind of approach, there is preliminary evidence about the effectiveness of VR-based treatments in terms of upper limb (UL) motor function, dexterity, and hand grip strength [6]. In this context, recent studies have demonstrated that VR-only training is able to improve clinical measures of UL function [7] as well as performance of tasks associated with activities of daily living [8], and specific software tailored on the needs of pwMS starts to show up [9,10].…”
Section: Introductionmentioning
confidence: 99%
“…They, thus, represent a promising solution for combining a highly stimulating intervention in an enriched environment with a portable and flexible motion capture system. Given the characteristics of modern HMDs, there are presently several ongoing studies to use them in the rehabilitation of neurological disorders such as multiple sclerosis [ 31 ] and stroke [ 32 ]. However, while the clinical outcomes of immersive VR-based rehabilitation interventions have been thoroughly investigated [ 32 , 33 , 34 ], their potential use as kinematic measurement devices has receive significant less attention.…”
Section: Introductionmentioning
confidence: 99%