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Zhang C, Yu S. The Technology to Enhance Patient Motivation in Virtual Reality Rehabilitation: A Review. Games Health J 2024; 13:215-233. [PMID: 39159237 DOI: 10.1089/g4h.2023.0069] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 08/21/2024] Open
Abstract
Virtual reality (VR) technology has experienced a steady rise and has been widely applied in the field of rehabilitation. The integration of VR technology in rehabilitation has shown promising results in enhancing their motivation for treatment, thereby enabling patients to actively engage in rehab training. Despite the advancement, there is a dearth of comprehensive summary and analysis on the use of VR technology to enhance patient motivation in rehabilitation. Thus, this narrative review aims to evaluate the potential of VR technology in enhancing patient motivation during motor rehabilitation training. This review commences with an explanation of how enhancing motivation through the VR rehabilitation system could improve the efficiency and effectiveness of rehabilitation training. Then, the technology was analyzed to improve patient motivation in the present VR rehabilitation system in detail. Furthermore, these technologies are classified and summarized to provide a comprehensive overview of the state-of-the-art approaches for enhancing patient motivation in VR rehabilitation. Findings showed VR rehabilitation training utilizes game-like exercises to enhance the engagement and enjoyment of rehabilitation training. By immersing patients in a simulated environment with multisensory feedback, VR systems offer a unique approach to rehabilitation that can lead to improved patient motivation. Both ultimately lead to improved patient outcomes, which is not typically achievable with traditional rehabilitation methods. The review concludes that VR rehabilitation presents an opportunity to improve patient motivation and adherence to long-term rehabilitation training. However, to further enhance patient self-efficacy, VR rehabilitation should integrate psychology and incorporate methods. Moreover, it is necessary to build a game design theory for rehabilitation games, and the latest VR feedback technology should also be introduced.
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Affiliation(s)
- Chengjie Zhang
- School of Mechanical Engineering, Shanghai Jiao Tong University, Shanghai, China
| | - Suiran Yu
- School of Mechanical Engineering, Shanghai Jiao Tong University, Shanghai, China
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Hernandez-Sanchez S, Roses-Conde J, Martinez-Llorens N, Ruiz D, Espejo-Antúnez L, Tomás-Rodríguez I, Toledo-Marhuenda JV, Albornoz-Cabello M. EFisioTrack System for Monitoring Therapeutic Exercises in Patients with Shoulder Orthopedic Injuries in a Hospital Setting: A Pilot Feasibility Study. SENSORS (BASEL, SWITZERLAND) 2024; 24:4898. [PMID: 39123945 PMCID: PMC11314742 DOI: 10.3390/s24154898] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/27/2024] [Revised: 07/20/2024] [Accepted: 07/26/2024] [Indexed: 08/12/2024]
Abstract
To assess the effects of the eFisioTrack monitoring system on clinical variables in patients with prescribed physiotherapy for shoulder injuries, twenty-four adult patients with shoulder orthopaedic injuries who underwent physical therapy treatment in a hospital setting participated in the study (twelve in the experimental group and twelve as controls). Clinical outcome measures were shoulder function and pain (Constant-Murley Score and Disabilities of the Arm, Shoulder, and Hand or DASH score). Each variable was measured by a blinded physiotherapist at baseline and at one month follow-up. Patients performed the prescribed exercises either supervised by the physiotherapist (control group) or in a separate room without therapist supervision (experimental group). There were no statistically significant differences between groups before treatment or at follow-up for any outcomes (p ≥ 0.05). There was a statistically significant decrease (p ≤ 0.05) of at least 10 points in both groups for the DASH score at follow-up. Differences in the total score and subjective components of the Constant-Murley were also evidenced within groups. The use of the eFisioTrack system showed similar results in clinical measures compared to those performed under the direct supervision of the physiotherapist. This approach might be suitable for providing an effective shoulder exercise program at home.
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Affiliation(s)
- Sergio Hernandez-Sanchez
- Translational Research Center in Physiotherapy, Department of Pathology and Surgery, Faculty of Medicine, Miguel Hernandez University, Ctra. Alicante-Valencia Km. 8, 7-N 332, 03550 Alicante, Spain; (S.H.-S.); (I.T.-R.)
| | - Jorge Roses-Conde
- Rehabilitation Service, General University Hospital of Elche, Carrer Almazara, 11, 03203 Alicante, Spain; (J.R.-C.); (N.M.-L.)
| | - Neus Martinez-Llorens
- Rehabilitation Service, General University Hospital of Elche, Carrer Almazara, 11, 03203 Alicante, Spain; (J.R.-C.); (N.M.-L.)
| | - Daniel Ruiz
- Department of Computer Technology, University of Alicante, Carrer de Sant Vincent S/N, 03690 Alicante, Spain;
| | - Luis Espejo-Antúnez
- Department of Medical-Surgical Therapy, Faculty of Medicine and Health Sciences, University of Extremadura, 06071 Badajoz, Spain;
| | - Isabel Tomás-Rodríguez
- Translational Research Center in Physiotherapy, Department of Pathology and Surgery, Faculty of Medicine, Miguel Hernandez University, Ctra. Alicante-Valencia Km. 8, 7-N 332, 03550 Alicante, Spain; (S.H.-S.); (I.T.-R.)
| | - Jose-Vicente Toledo-Marhuenda
- Translational Research Center in Physiotherapy, Department of Pathology and Surgery, Faculty of Medicine, Miguel Hernandez University, Ctra. Alicante-Valencia Km. 8, 7-N 332, 03550 Alicante, Spain; (S.H.-S.); (I.T.-R.)
| | - Manuel Albornoz-Cabello
- Department of Physiotherapy, Faculty of Nursing, Physiotherapy and Podiatry, University of Sevilla, San Fernando, 4, 41009 Sevilla, Spain;
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Kennard M, Hassan M, Shimizu Y, Suzuki K. Max Well-Being: a modular platform for the gamification of rehabilitation. Front Robot AI 2024; 11:1382157. [PMID: 38883401 PMCID: PMC11176482 DOI: 10.3389/frobt.2024.1382157] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/05/2024] [Accepted: 05/13/2024] [Indexed: 06/18/2024] Open
Abstract
This study proposes a modular platform to improve the adoption of gamification in conventional physical rehabilitation programs. The effectiveness of rehabilitation is correlated to a patient's adherence to the program. This adherence can be diminished due to factors such as motivation, feedback, and isolation. Gamification is a means of adding game-like elements to a traditionally non-game activity. This has been shown to be effective in providing a more engaging experience and improving adherence. The platform is made of three main parts; a central hardware hub, various wired and wireless sensors, and a software program with a stream-lined user interface. The software interface and hardware peripherals were all designed to be simple to use by either a medical specialist or an end-user patient without the need for technical training. A usability study was performed using a group of university students and a group of medical specialists. Using the System Usability Scale, the system received an average score of 69.25 ± 20.14 and 72.5 ± 17.16 by the students and medical specialists, respectively. We also present a framework that attempts to assist in selecting commercial games that are viable for physical rehabilitation.
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Affiliation(s)
- Maxwell Kennard
- Graduate School of Science and Technology, University of Tsukuba, Tsukuba, Japan
| | - Modar Hassan
- Institute of Systems and Information Engineering, University of Tsukuba, Tsukuba, Japan
| | - Yukiyo Shimizu
- Department of Rehabilitation Medicine, Faculty of Medicine, University of Tsukuba, Tsukuba, Japan
| | - Kenji Suzuki
- Institute of Systems and Information Engineering, University of Tsukuba, Tsukuba, Japan
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Ghazavi Dozin SM, Mohammad Rahimi N, Aminzadeh R. Wii Fit-Based Biofeedback Rehabilitation Among Post-Stroke Patients: A Systematic Review and Meta-Analysis of Randomized Controlled Trial. Biol Res Nurs 2024; 26:5-20. [PMID: 37247514 DOI: 10.1177/10998004231180316] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 05/31/2023]
Abstract
BACKGROUND Stroke is one of the most widespread reasons for acquired adult disability. Recent experimental studies have reported the beneficial influence of Wii Fit-based feedback on improving overall balance and gait for stroke survivors. METHODS We conducted a systematic review of the literature using the following keywords to retrieve the data: feedback, biofeedback, stroke, visual, auditory, tactile, virtual reality, videogame rehabilitation, Nintendo Wii stroke, videogame stroke, exergame stroke, Nintendo Wii rehabilitation, balance, and gait. A review and meta-analysis of RCTs regarding Wii Fit-based rehabilitation accompanied by conventional therapy effects on Berg Balance Scale (BBS), Timed Up and Go (TUG), functional reach test, and gait (speed) in stroke survivors was conducted. OBJECTIVE To determine the impacts of Wii Fit-based feedback combined with traditional therapy on balance and gait in stroke survivors. RESULTS 22 studies were included. The meta-analysis results revealed statistically significant improvements in functional ambulation measured using TUG (p < 0.0001), balance measured using BBS (p = 0.0001), and functional reach test (p = 0.01), but not in gait speed (p = 0.32) following Wii Fit-based feedback. Regarding the types of feedback, significant differences were found in BBS scores when mixed visual and auditory feedback was used. CONCLUSION Wii Fit-based feedback has desired effects on improving balance in stroke patients, making it a suitable adjunct to physical therapy.
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Affiliation(s)
| | | | - Reza Aminzadeh
- Department of Sports Sciences, Imam Reza International University, Mashhad, Iran
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Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L. The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review. JMIR Serious Games 2023; 11:e39019. [PMID: 38133907 PMCID: PMC10770795 DOI: 10.2196/39019] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2022] [Revised: 02/26/2023] [Accepted: 11/14/2023] [Indexed: 12/23/2023] Open
Abstract
BACKGROUND Chronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have summarized designs for the gamification of chronic disease self-management from the perspective of eHealth technology, but they have not mentioned differences in design methods, functions, and evaluation methods of gamified designs for self-management in different chronic diseases. OBJECTIVE This scoping review aims to synthesize the characteristics of realization forms, functions, and evaluation methods in chronic disease self-management gamification to improve self-management among the chronic disease population. METHODS We applied a methodological framework for scoping reviews and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist. As of January 7, 2023, we systematically searched 9 databases for relevant studies from January 2012 to December 2022. Related data were extracted based on the research questions. We calculated the frequencies, charted the quantitative data, and coded the extracted material for qualitative content analysis. RESULTS We retrieved 16,221 records, of which 70 (0.43%) met the eligibility criteria. In the included research, the target populations for gamified designs for self-management of chronic diseases included patients with stroke, cancer, diabetes, chronic obstructive pulmonary disease, coronary heart disease, obesity, and hypertension. Almost all studies mentioned technical support for gamification (68/70, 97%), mainly in the form of active video games (58/70, 83%); however, less than half of the studies mentioned the theoretical basis for gamification (31/70, 44%). There were 37 concepts or theories relevant to gamification design, most of which were in the field of psychology or were cross-disciplinary (n=33, 89%). Gamification for the self-management of chronic diseases has been widely recognized, including for promoting physical exercise and rehabilitation training (48/99, 48%), increasing initiative for symptom management (18/99, 18%), providing psychological support (14/99, 14%), improving cognitive function (12/99, 12%), and improving medication adherence (7/99, 7%). A total of 39 studies mentioned the gamification effect; however, we did not find a unified evaluation standard. CONCLUSIONS This scoping review focuses on gamification designs for chronic disease self-management and summarizes the realization forms and functions of gamification in self-management for different patient populations. With practice in a gamified internet-based environment, patients can not only master the knowledge and skills of self-management in fascinating scenarios but also benefit from gaming experience and make better health-related decisions in real life. It is worth noting that a comprehensive evaluation of the users as well as a personalized and targeted intervention should be developed before gamification.
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Affiliation(s)
- Xiting Huang
- Nursing Department, The First Affiliated Hospital, Zhejiang University School of Medicine, Hangzhou, China
| | - Xinyue Xiang
- Department of Respiratory Medicine, The First Affiliated Hospital, Zhejiang University School of Medicine, Hangzhou, China
| | - Yang Liu
- Nursing Department, The First Affiliated Hospital, Zhejiang University School of Medicine, Hangzhou, China
| | - Zhiqian Wang
- Nursing Department, The First Affiliated Hospital, Zhejiang University School of Medicine, Hangzhou, China
| | - Zhili Jiang
- Nursing Department, The First Affiliated Hospital, Zhejiang University School of Medicine, Hangzhou, China
| | - Lihua Huang
- Nursing Department, The First Affiliated Hospital, Zhejiang University School of Medicine, Hangzhou, China
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Bedar K, Bubanovich C, Rosemore J, Radford K, Taylor KL. Virtual Reality Intervention and Its Impact on Upper Extremity Function in the Stroke Population: A Scoping Review. Games Health J 2023; 12:429-439. [PMID: 37948555 DOI: 10.1089/g4h.2022.0239] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2023] Open
Abstract
The aim of this scoping review was to examine virtual reality (VR) interventions used within rehabilitation and their effect on the functional outcomes of individuals with stroke. Specifically, this study sought to determine the impact of VR on the upper extremity (UE) use of participants as it relates to body function, occupational participation, and overall UE function (UEfxn). Twenty-six articles were selected for inclusion and results were extracted to determine common themes of outcomes among the effects of VR intervention (VRI). Thematic analysis included details about the VRIs used, as well as the change in UE outcomes post-VRI. Overall, positive change in UEfxn was found across many of the studies, indicating that VR technologies may be an effective intervention technique for individuals, poststroke. Findings of this review encourage clinicians to conduct further research regarding VR technology for UE rehabilitation poststroke.
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Affiliation(s)
- Kylee Bedar
- Occupational Therapy Program, Murray State University, Paducah, Kentucky, USA
| | - Cara Bubanovich
- Occupational Therapy Program, Murray State University, Paducah, Kentucky, USA
| | - Jordan Rosemore
- Occupational Therapy Program, Murray State University, Paducah, Kentucky, USA
| | - Kayley Radford
- Occupational Therapy Program, Murray State University, Paducah, Kentucky, USA
| | - Kelly L Taylor
- Occupational Therapy Program, Murray State University, Paducah, Kentucky, USA
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Rojas-Sosa MDC, Zárate JA, de la Rosa-Peña N, Olvera-Gómez JL, Rojano-Mejía D, Delgado-García J, Garduño-Espinosa J. Aphasia improvement without logotherapy during motor neurorehabilitation of post-stroke hemiparesis using virtual reality or modified constraint-induced movement therapy: A retrospective cohort. NeuroRehabilitation 2023; 53:585-594. [PMID: 37927287 PMCID: PMC10789345 DOI: 10.3233/nre-230183] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/08/2023] [Accepted: 09/29/2023] [Indexed: 11/07/2023]
Abstract
BACKGROUND Some research suggests that post-stroke aphasia can recover "on its own", however, there is evidence of a common neural substrate for motor and language systems. We hypothesize, that motor neurorehabilitation of hemiparesis could be related to simultaneous improvement in aphasia. OBJECTIVE To measure changes in post-stroke aphasia and its relation with hemiparesis treated with different therapies. METHODS Database information (n = 32) on post-stroke hemiparesis (Fugl-Meyer Scale evaluated) managed with virtual reality (VR) versus modified constraint-induced movement therapy (mCIMT) or regular therapy (rPT/OT) was analyzed. None received logotherapy (LT) by appointment at four months. INCLUSION CRITERIA < 3 months after the stroke, aphasia severe (Boston Aphasia Intensity Scale), and all three evaluations. RESULTS Twenty-one patient records met inclusion criteria (71,4% women and mean age 66,67±3,13 years) who received VR, mCIMT, or rPT/OT (n = 6, 8, and 7, respectively). There was continuous intra-groups improvement in aphasia (p < 0.05), but inter-groups the greater aphasia recovery (p = 0.05) and hemiparesis (p = 0.02) were in VR, with a high correlation in evolution between them (r = 0.73; p = 0.047). CONCLUSION High clinical correlation between aphasia, without LT, and hemiparesis evolution during motor neurorehabilitation would support common neural connections stimulation. We will conduct a clinical trial, with a larger sample size to contrast our hypothesis.
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Affiliation(s)
- María del Carmen Rojas-Sosa
- Rehabilitation Units and Services Division, Mexican Institute of Social Security (IMSS), Mexico City, Mexico
| | - José Antonio Zárate
- External Consultation Service, XXI Century Physical Medicine and Rehabilitation Unit, Mexican Institute of Social Security (IMSS), Mexico City, Mexico
| | - Norma de la Rosa-Peña
- Psychology Department, XXI Century Physical Medicine and Rehabilitation Unit, Mexican Institute of Social Security (IMSS), Mexico City, Mexico
| | - José Luis Olvera-Gómez
- Planning and Institutional Liaison Directorate, South Delegation, Mexican Institute of Social Security (IMSS), Mexico City, Mexico
| | - David Rojano-Mejía
- Health Research Coordination, Mexican Institute of Social Security (IMSS), Mexico City, Mexico
| | - José Delgado-García
- Rehabilitation Units and Services Division, Mexican Institute of Social Security (IMSS), Mexico City, Mexico
| | - Juan Garduño-Espinosa
- Secretariat of Health, Federico Gómez Children’s Hospital of Mexico, Mexico City, Mexico
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