2021
DOI: 10.1016/j.jbmt.2020.10.006
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Virtual reality games for rehabilitation of upper extremities in stroke patients

Abstract: This is a PDF file of an article that has undergone enhancements after acceptance, such as the addition of a cover page and metadata, and formatting for readability, but it is not yet the definitive version of record. This version will undergo additional copyediting, typesetting and review before it is published in its final form, but we are providing this version to give early visibility of the article. Please note that, during the production process, errors may be discovered which could affect the content, a… Show more

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Cited by 23 publications
(17 citation statements)
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“…Despite the fact that during the project, the number of the objectives for each game was increased (number of images, words, etc. to be achieved), we feel that, considering the feedback given and other studies using virtual reality [ 56 , 57 ] or collaboration-based games [ 58 , 59 ] the number of games should be extended with the help of health professionals to engage patients in longer therapies.…”
Section: Discussionmentioning
confidence: 99%
“…Despite the fact that during the project, the number of the objectives for each game was increased (number of images, words, etc. to be achieved), we feel that, considering the feedback given and other studies using virtual reality [ 56 , 57 ] or collaboration-based games [ 58 , 59 ] the number of games should be extended with the help of health professionals to engage patients in longer therapies.…”
Section: Discussionmentioning
confidence: 99%
“…Some studies had employed telerehabilitation, reporting that Kinect-based rehabilitation is a safe and effective method for providing standard rehabilitation at home, whereby patients do not have to be present at physiotherapy clinics [ 59 , 61 , 63 – 66 ]. There was only one study in which the use of Kinect-based rehabilitation had the same effect on the intervention and control groups, and there was no difference between the two groups [ 67 ].…”
Section: Resultsmentioning
confidence: 99%
“…Engaging activities, computer games, profiles, and improvement graphs can be used to keep participants involved with the device and take some onus off therapy. The concept of flow becomes important in these aspects [41,42]. However, if enough sustained improvement can be administered in a shorter time system designs can be simpler, hence easier and cheaper to produce.…”
Section: Discussionmentioning
confidence: 99%