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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. 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
  2. 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
  3. 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
  4. 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
  5. 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
  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. 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
  8. 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
  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. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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

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

:
  1. 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
  2. Pruna E, Tigse J, Chuquitarco A, Escobar I, Pilatásig M, Galarza ED. Augmented Reality, Virtual Reality, and Computer Graphics. 2018. Chapter 3:30
    CrossRef
  3. 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
  4. 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
  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