Maintenance Notice

Due to necessary scheduled maintenance, the JMIR Publications website will be unavailable from Wednesday, July 01, 2020 at 8:00 PM to 10:00 PM EST. We apologize in advance for any inconvenience this may cause you.

Who will be affected?

Citing this Article

Right click to copy or hit: ctrl+c (cmd+c on mac)

Published on 10.03.15 in Vol 3, No 1 (2015): Jan-Jun

This paper is in the following e-collection/theme issue:

Works citing "Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation"

According to Crossref, the following articles are citing this article (DOI 10.2196/games.3401):

(note that this is only a small subset of citations)

  1. Lambert-Shirzad N, Van der Loos HFM. On identifying kinematic and muscle synergies: a comparison of matrix factorization methods using experimental data from the healthy population. Journal of Neurophysiology 2017;117(1):290
    CrossRef
  2. Shirzad N, Van der Loos HFM. Evaluating the User Experience of Exercising Reaching Motions With a Robot That Predicts Desired Movement Difficulty. Journal of Motor Behavior 2016;48(1):31
    CrossRef
  3. Levac D, Glegg SMN, Sveistrup H, Colquhoun H, Miller PA, Finestone H, DePaul V, Harris JE, Velikonja D. A knowledge translation intervention to enhance clinical application of a virtual reality system in stroke rehabilitation. BMC Health Services Research 2016;16(1)
    CrossRef
  4. Hopia H, Raitio K. Gamification in Healthcare: Perspectives of Mental Health Service Users and Health Professionals. Issues in Mental Health Nursing 2016;37(12):894
    CrossRef
  5. Levac DE, Glegg SMN, Sveistrup H, Colquhoun H, Miller P, Finestone H, DePaul V, Harris JE, Velikonja D, Haddad JM. Promoting Therapists’ Use of Motor Learning Strategies within Virtual Reality-Based Stroke Rehabilitation. PLOS ONE 2016;11(12):e0168311
    CrossRef
  6. Pallesen H, Andersen MB, Hansen GM, Lundquist CB, Brunner I. Patients’ and Health Professionals’ Experiences of Using Virtual Reality Technology for Upper Limb Training after Stroke: A Qualitative Substudy. Rehabilitation Research and Practice 2018;2018:1
    CrossRef
  7. Bower KJ, Louie J, Landesrocha Y, Seedy P, Gorelik A, Bernhardt J. Clinical feasibility of interactive motion-controlled games for stroke rehabilitation. Journal of NeuroEngineering and Rehabilitation 2015;12(1)
    CrossRef
  8. Schmid L, Glässel A, Schuster-Amft C. Therapists’ Perspective on Virtual Reality Training in Patients after Stroke: A Qualitative Study Reporting Focus Group Results from Three Hospitals. Stroke Research and Treatment 2016;2016:1
    CrossRef
  9. Valdés BA, Glegg SM, Lambert-Shirzad N, Schneider AN, Marr J, Bernard R, Lohse K, Hoens AM, Van der Loos HM. Application of Commercial Games for Home-Based Rehabilitation for People with Hemiparesis: Challenges and Lessons Learned. Games for Health Journal 2018;7(3):197
    CrossRef
  10. Levac D, Glegg S, Colquhoun H, Miller P, Noubary F. Virtual Reality and Active Videogame-Based Practice, Learning Needs, and Preferences: A Cross-Canada Survey of Physical Therapists and Occupational Therapists. Games for Health Journal 2017;6(4):217
    CrossRef
  11. Glegg SMN, Levac DE. Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review. PM&R 2018;10(11):1237
    CrossRef
  12. Prahm C, Vujaklija I, Kayali F, Purgathofer P, Aszmann OC. Game-Based Rehabilitation for Myoelectric Prosthesis Control. JMIR Serious Games 2017;5(1):e3
    CrossRef
  13. Proença JP, Quaresma C, Vieira P. Serious games for upper limb rehabilitation: a systematic review. Disability and Rehabilitation: Assistive Technology 2018;13(1):95
    CrossRef
  14. Lemke M, Rodríguez Ramírez E, Robinson B, Signal N. Motivators and barriers to using information and communication technology in everyday life following stroke: a qualitative and video observation study. Disability and Rehabilitation 2020;42(14):1954
    CrossRef
  15. Emmerson KB, Harding KE, Lockwood KJ, Taylor NF. Home exercise programs supported by video and automated reminders for patients with stroke: A qualitative analysis. Australian Occupational Therapy Journal 2018;65(3):187
    CrossRef
  16. Levac D, Dumas HM, Meleis W. A Tablet-Based Interactive Movement Tool for Pediatric Rehabilitation: Development and Preliminary Usability Evaluation. JMIR Rehabilitation and Assistive Technologies 2018;5(2):e10307
    CrossRef
  17. Tay EL, Lee SWH, Yong GH, Wong CP. A systematic review and meta-analysis of the efficacy of custom game based virtual rehabilitation in improving physical functioning of patients with acquired brain injury. Technology and Disability 2018;30(1-2):1
    CrossRef
  18. Mortazavi F, Nadian-Ghomsheh A. Continues online exercise monitoring and assessment system with visual guidance feedback for stroke rehabilitation. Multimedia Tools and Applications 2019;78(22):32055
    CrossRef
  19. Prahm C, Kayali F, Sturma A, Aszmann O. PlayBionic: Game‐Based Interventions to Encourage Patient Engagement and Performance in Prosthetic Motor Rehabilitation. PM&R 2018;10(11):1252
    CrossRef
  20. Blumenthal J, Wilkinson A, Chignell M. Physiotherapists' and Physiotherapy Students' Perspectives on the Use of Mobile or Wearable Technology in Their Practice. Physiotherapy Canada 2018;70(3):251
    CrossRef
  21. Garske CA, Dyson M, Dupan S, Nazarpour K. Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers. JMIR Serious Games 2021;9(1):e23710
    CrossRef
  22. Shahmoradi L, Almasi S, Ahmadi H, Bashiri A, Azadi T, Mirbagherie A, Ansari NN, Honarpishe R. Virtual reality games for rehabilitation of upper extremities in stroke patients. Journal of Bodywork and Movement Therapies 2021;26:113
    CrossRef
  23. Mittag C, Leiss R, Lorenz K, Seel T. Development of a home-based wrist range-of-motion training system for children with cerebral palsy. at - Automatisierungstechnik 2020;68(11):967
    CrossRef
  24. Zhang X, Chen X, Kourkoumelis N, Gao R, Li G, Zhu C. A Social Media–Promoted Educational Community of Joint Replacement Patients Using the WeChat App: Survey Study. JMIR mHealth and uHealth 2021;9(3):e18763
    CrossRef
  25. Smith AC, Sookhoo JB, McArthur C, Surlin S, Akinyemi A, Gardner P, Papaioannou A. “Think of It Like a Game”: Older Adults’ and Health Professionals’ Perspectives on Interactive Exercise Technology Design. Physiotherapy Canada 2021;73(3):286
    CrossRef
  26. Iosa M, Verrelli CM, Gentile AE, Ruggieri M, Polizzi A. Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review. Frontiers in Pediatrics 2022;10
    CrossRef
  27. Romero JIS, Arenas RLS, Pérez VZ, Ocampo-López C, Giraldo DP. Mapping of the Interests and Influences Perceived in the Actors That Make Up the National System of Innovation in Rehabilitation in Colombia. Sustainability 2022;14(17):10537
    CrossRef
  28. Garske C, Dyson M, Dupan S, Morgan G, Nazarpour K. Increasing Voluntary Myoelectric Training Time Through Game Design. IEEE Transactions on Neural Systems and Rehabilitation Engineering 2022;30:2549
    CrossRef
  29. Almasi S, Ahmadi H, Asadi F, Shahmoradi L, Arji G, Alizadeh M, Kolivand H, Kaya D. Kinect-Based Rehabilitation Systems for Stroke Patients: A Scoping Review. BioMed Research International 2022;2022:1
    CrossRef
  30. Postol N, Spratt NJ, Bivard A, Marquez J. Physiotherapy using a free-standing robotic exoskeleton for patients with spinal cord injury: a feasibility study. Journal of NeuroEngineering and Rehabilitation 2021;18(1)
    CrossRef
  31. Gaballa A, Cavalcante RS, Lamounier E, Soares A, Cabibihan J. Extended Reality “X-Reality” for Prosthesis Training of Upper-Limb Amputees: A Review on Current and Future Clinical Potential. IEEE Transactions on Neural Systems and Rehabilitation Engineering 2022;30:1652
    CrossRef
  32. Kettlewell J, Ward A, das Nair R, Radford K. Brain-In-Hand technology for adults with acquired brain injury: A convergence of mixed methods findings. Journal of Rehabilitation and Assistive Technologies Engineering 2022;9:205566832211177
    CrossRef
  33. Carro RM, Costales FG, Ortigosa A. Serious Games for Training Myoelectric Prostheses through Multi-Contact Devices. Children 2022;9(3):423
    CrossRef
  34. Garske CA, Dyson M, Dupan S, Morgan G, Nazarpour K. Serious Games Are Not Serious Enough for Myoelectric Prosthetics. JMIR Serious Games 2021;9(4):e28079
    CrossRef
  35. Ouendi N, Hubaut R, Pelayo S, Anceaux F, Wallard L. The rehabilitation robot: factors influencing its use, advantages and limitations in clinical rehabilitation. Disability and Rehabilitation: Assistive Technology 2024;19(3):546
    CrossRef
  36. Jervis Rademeyer H, Gauthier C, Zariffa J, Walden K, Jeji T, McCullum S, Musselman KE. Using activity-based therapy for individuals with spinal cord injury or disease: Interviews with physical and occupational therapists in rehabilitation hospitals. The Journal of Spinal Cord Medicine 2023;46(2):298
    CrossRef
  37. . Individual and contextual factors influencing children's effort in pediatric rehabilitation interventions. Developmental Medicine & Child Neurology 2024;66(1):23
    CrossRef
  38. Krishnan S, Mandala MA, Wolf SL, Howard A, Kesar TM. Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation. PM&R 2023;15(11):1403
    CrossRef
  39. Liu X, Zhang D, Miao K, Guo Y, Jiang X, Zhang X, Jia F, Tang H, Dai C. A Review on the Usability, Flexibility, Affinity, and Affordability of Virtual Technology for Rehabilitation Training of Upper Limb Amputees. Bioengineering 2023;10(11):1301
    CrossRef
  40. Tokgöz P, Wähnert D, Elsner A, Schack T, Cienfuegos Tellez MA, Conrad J, Vordemvenne T, Dockweiler C. Virtual Reality for Upper Extremity Rehabilitation—A Prospective Pilot Study. Healthcare 2023;11(10):1498
    CrossRef
  41. Miziara IM, Lopes JBP, Oliveira CS, de Sá AAR, Naves ELM. Preliminary Analysis of Motor Cortex Activation in Adolescents with Cerebral Palsy. SN Computer Science 2023;5(1)
    CrossRef
  42. Villada Castillo JF, Montoya Vega MF, Muñoz Cardona JE, Lopez D, Quiñones L, Henao Gallo OA, Lopez JF. Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. JMIR Serious Games 2024;12:e48900
    CrossRef
  43. Crowe SE, Yousefi M, Shahri B, Piumsomboon T, Hoermann S. Interactions with virtual therapists during motor rehabilitation in immersive virtual environments: a systematic review. Frontiers in Virtual Reality 2024;5
    CrossRef

According to Crossref, the following books are citing this article (DOI 10.2196/games.3401):

  1. Pruna E, Tigse J, Chuquitarco A, Escobar I, Pilatásig M, Galarza ED. Augmented Reality, Virtual Reality, and Computer Graphics. 2018. Chapter 3:30
    CrossRef
  2. Pruna E, Escobar I, Montaluisa J, Pilatásig M, Mena L, Zumbana P, Guamán A, Galarza ED. Recent Advances in Information Systems and Technologies. 2017. Chapter 67:657
    CrossRef
  3. Pruna E, Acurio S. A, Escobar I, Pérez SA, Zumbana P, Meythaler A, Álvarez FA. Recent Advances in Information Systems and Technologies. 2017. Chapter 66:648
    CrossRef
  4. Quaresma C, Gomes M, Cardoso H, Ferreira N, Vigário R, Quintão C, Fonseca M. Advances in Human Factors and Systems Interaction. 2019. Chapter 28:274
    CrossRef
  5. Pruna E, Acurio A, Tigse J, Escobar I, Pilatásig M, Pilatásig P. Augmented Reality, Virtual Reality, and Computer Graphics. 2017. Chapter 9:107
    CrossRef
  6. Prahm C, Kayali F, Sturma A, Aszmann O. Converging Clinical and Engineering Research on Neurorehabilitation II. 2017. Chapter 188:1157
    CrossRef
  7. Prahm C, Vujaklija I, Kayali F, Sturma A. Bionic Limb Reconstruction. 2021. Chapter 21:215
    CrossRef
  8. Prahm C, Eckstein K, Bressler M, Kuzuoka H, Kolbenschlag J. Advanced Intelligent Virtual Reality Technologies. 2023. Chapter 16:201
    CrossRef
  9. Kanade A, Sharma M, Manivannan M. The Internet of Medical Things (IoMT) and Telemedicine Frameworks and Applications. 2022. chapter 5:105
    CrossRef