2020
DOI: 10.3390/app10186426
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Video Game-Based Therapy on Balance and Gait of Patients with Stroke: A Systematic Review

Abstract: Background: Stroke patients with motor, sensory and cognitive diseases can take profits from information and communication technologies—in particular, from the latest commercial video consoles, which are based on motion capture. These technologies are positioning themselves as complementary therapeutic tools for treating gait and balance disorders. In this paper, a systematic review of the effect of video game-based therapy on balance and gait in stroke patients is shown and compared with other types of treatm… Show more

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Cited by 8 publications
(9 citation statements)
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References 53 publications
(282 reference statements)
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“…As the outcomes from our research show that both types of interventions have positive and significant results on LE functionality and motor function, it seems that VR therapy associated with MT has better outcomes on ROM, muscle strength and balance. As it was found in previous research, conventional physiotherapy and commercial video-gaming VR exercise improve gait and balance, a rehabilitation VR system, and an adequate protocol can also achieve promising results on LE rehabilitation after stroke [ 43 ].…”
Section: Discussionmentioning
confidence: 99%
“…As the outcomes from our research show that both types of interventions have positive and significant results on LE functionality and motor function, it seems that VR therapy associated with MT has better outcomes on ROM, muscle strength and balance. As it was found in previous research, conventional physiotherapy and commercial video-gaming VR exercise improve gait and balance, a rehabilitation VR system, and an adequate protocol can also achieve promising results on LE rehabilitation after stroke [ 43 ].…”
Section: Discussionmentioning
confidence: 99%
“…Innovative brain-computer interfaces assist clinical applications of VR by allowing a direct effect on the electric activity caused by different cortical areas of the brain to ensure efficient control of connected gaming devices. Healthy people may use VR as a storytelling tool to rewrite their own stories as part of an integrative process of self-improvement and personal growth [ 37 , 38 ].…”
Section: Discussionmentioning
confidence: 99%
“…MCSs were not developed for use in educational research. One of the most frequently mentioned research fields is medicine (e.g., [22][23][24][25]). Here, MCSs are used in two major First, we distinguish between optical and nonoptical systems.…”
Section: Previous Research Using Motion Capture Systems In Educationa...mentioning
confidence: 99%
“…For example, Dang et al [28] used MC in palliative medicine, developing a motioncapture-based avatar for a life review investigation for patients with cancer. Within the field of medicine, MCSs are also used specifically for the rehabilitation of patients with different diseases such as autism, restrictions of the upper limb system, or stroke [19,24,25].…”
Section: Previous Research Using Motion Capture Systems In Educationa...mentioning
confidence: 99%