2022
DOI: 10.1007/s12178-022-09797-w
|View full text |Cite
|
Sign up to set email alerts
|

Gamification in Musculoskeletal Rehabilitation

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
12
0

Year Published

2023
2023
2024
2024

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 30 publications
(23 citation statements)
references
References 30 publications
0
12
0
Order By: Relevance
“…Also, improvements were seen in reported health status and the quality of life. 23 In our previous study, we examined the effectiveness of video-based game exercise programs in rotator cuff injuries and reported that video-based game exercises improved pain, functionality and quality of life parameters. Three groups (a conventional exercise group, a structured closed kinetic chain exercise group, and a video-based game exercise group) were rehabilitated and the results showed that video-based game exercise group has better pain, functionality and quality of life parameters.…”
Section: Resultsmentioning
confidence: 99%
“…Also, improvements were seen in reported health status and the quality of life. 23 In our previous study, we examined the effectiveness of video-based game exercise programs in rotator cuff injuries and reported that video-based game exercises improved pain, functionality and quality of life parameters. Three groups (a conventional exercise group, a structured closed kinetic chain exercise group, and a video-based game exercise group) were rehabilitated and the results showed that video-based game exercise group has better pain, functionality and quality of life parameters.…”
Section: Resultsmentioning
confidence: 99%
“…A previous study on the balance and gait of older adults using the Nintendo Wii Fit board showed results similar to those of this study [ 23 ]. These studies have reported the effectiveness of video games for fall prevention and musculoskeletal health management in older adults [ 23 , 24 , 27 ].…”
Section: Discussionmentioning
confidence: 99%
“…These programs have been widely used as evaluation or rehabilitation tools for individuals with cognitive impairment due to neurological diseases, such as Parkinson’s disease and stroke, and patients with chronic back pain; however, older adults often have difficulties in using technology [ 25 , 26 , 27 ]. The purpose of this study was to investigate the effect of a home-based exergame program on physical function, fall efficacy, depression, and quality of life in older adults.…”
Section: Introductionmentioning
confidence: 99%
“…These interactive platforms offer engaging and enjoyable experiences for patients, motivating them to actively participate in their rehabilitation programs. By incorporating elements of gamification, telerehabilitation platforms can enhance patient engagement and adherence to prescribed exercises, leading to improved outcomes [ 15 , 16 ]. Serious games can address cultural and contextual factors by offering localized content and incorporating culturally relevant narratives and characters [ 17 ].…”
Section: Introductionmentioning
confidence: 99%