2021
DOI: 10.1186/s12984-021-00889-1
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Serious games for upper limb rehabilitation after stroke: a meta-analysis

Abstract: Background Approximately two thirds of stroke survivors maintain upper limb (UL) impairments and few among them attain complete UL recovery 6 months after stroke. Technological progress and gamification of interventions aim for better outcomes and constitute opportunities in self- and tele-rehabilitation. Objectives Our objective was to assess the efficacy of serious games, implemented on diverse technological systems, targeting UL recovery after s… Show more

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Cited by 65 publications
(61 citation statements)
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“…21,49 The effectiveness of a number of rehabilitation methods has been evaluated in systematic reviews. [50][51][52] Study limitations: The patients were monitored in a short time period. In the future, when monitoring the same cohort of patients, it is expected to evaluate the long-term results of the study of the effect of the biofeedback method on the stability of the posture of stroke survivors.…”
Section: Discussionmentioning
confidence: 99%
“…21,49 The effectiveness of a number of rehabilitation methods has been evaluated in systematic reviews. [50][51][52] Study limitations: The patients were monitored in a short time period. In the future, when monitoring the same cohort of patients, it is expected to evaluate the long-term results of the study of the effect of the biofeedback method on the stability of the posture of stroke survivors.…”
Section: Discussionmentioning
confidence: 99%
“…Many studies (Table 1) have assessed the efficacy of TR on different deficits in chronic stroke and the most agreed-upon conclusion was that there is no inferiority in comparison with usual care on patient autonomy, activities of daily living and motor function [5,11,19,20]. However, there are no clear recommendations made in this field because of the heterogeneity of existing data.…”
Section: Who Can Benefit From Tr?mentioning
confidence: 99%
“…One of the most used ways to replace traditional exercises that take place in a physiotherapy room is through serious games. These games are designed to target functionality and performance in order to accomplish their purpose of enhancing the user's various skills [19]. Moreover, when developing such games for rehabilitation, the programmer, by respecting the relearning process and constant feedback necessities [19], may create an intelligent application that can be in some cases a better substitute of human guidance because the equipment such as video camera and sensors can become flawless assessors and tireless helpers.…”
Section: How Can Technology Contribute To Rehabilitation Progress?mentioning
confidence: 99%
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“…Gamification and Game-Based Learning (GBL) are known for their potential in increasing the motivation and provide rich learning experiences [9][10][11]. The long-term engagement with therapeutic interventions is the norm, and researchers have been incorporating best-practices in game design to achieve engaging experiences [12,13].…”
Section: Introductionmentioning
confidence: 99%