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Serious Games in Neurorehabilitation: A Systematic Review of Recent Evidence

Published: 07 November 2014 Publication History

Abstract

Serious Games (SG) have been conceptualized for various target groups (particularly stroke) in neurorehabilitation. SG claim to be effective at two levels: achieving the serious goal (effectiveness) and eliciting game experience (attractiveness). A systematic review of recent studies (4 RCT and 30 further studies) retrieved from four data bases (PubMed, Google scholar, IEEE, and ACM) was performed addressing two main issues: (1) applied game technologies and (2) the effectiveness and attractiveness of rehabilitation games. The study reveals heterogeneous features of the studies concerning game technology, target group, duration and volume of intervention, and outcome variables. The outcomes concerning functional improvement and attitude are sparsely documented and show a positive tendency. However, the evidence is not yet convincing. In the future, more studies with improved methods are needed to substantiate the evidence.

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  • (2022)Serious Games for Health – eine Übersicht und AnwendungsbeispieleDigitale Lernwelten – Serious Games und Gamification10.1007/978-3-658-35059-8_16(269-290)Online publication date: 29-Apr-2022
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      cover image ACM Conferences
      SeriousGames '14: Proceedings of the 2014 ACM International Workshop on Serious Games
      November 2014
      70 pages
      ISBN:9781450331210
      DOI:10.1145/2656719
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      Published: 07 November 2014

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      Author Tags

      1. RCT
      2. evidence
      3. game technology
      4. neurorehabilitation
      5. reha(b)games
      6. systematic review

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      MM '14: 2014 ACM Multimedia Conference
      November 7, 2014
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      SeriousGames '14 Paper Acceptance Rate 10 of 17 submissions, 59%;
      Overall Acceptance Rate 10 of 17 submissions, 59%

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      View all
      • (2022)Serious Games for Health – eine Übersicht und AnwendungsbeispieleDigitale Lernwelten – Serious Games und Gamification10.1007/978-3-658-35059-8_16(269-290)Online publication date: 29-Apr-2022
      • (2022)Wearable Haptics in a Modern VR Rehabilitation System: Design Comparison for Usability and EngagementHaptics: Science, Technology, Applications10.1007/978-3-031-06249-0_31(274-282)Online publication date: 20-May-2022
      • (2016)Psychometric assessment and behavioral experiments using a free virtual reality platform and computational scienceBMC Medical Informatics and Decision Making10.1186/s12911-016-0276-516:1Online publication date: 19-Mar-2016
      • (2016)Edutainment in Sport and HealthHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-52-8_67-1(1-26)Online publication date: 7-Mar-2016
      • (2016)Edutainment in Sport and HealthHandbook of Digital Games and Entertainment Technologies10.1007/978-981-4560-50-4_67(883-908)Online publication date: 10-Aug-2016
      • (2014)Serious Games 2014Proceedings of the 22nd ACM international conference on Multimedia10.1145/2647868.2647880(1265-1266)Online publication date: 3-Nov-2014

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