Published on in Vol 9, No 3 (2021): Jul-Sep

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/20066, first published .
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review

Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review

Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review

Journals

  1. Beltran-Alacreu H, Navarro-Fernández G, Godia-Lledó D, Graell-Pasarón L, Ramos-González Á, Raya R, Martin-Pintado Zugasti A, Fernandez-Carnero J. A Serious Game for Performing Task-Oriented Cervical Exercises Among Older Adult Patients With Chronic Neck Pain: Development, Suitability, and Crossover Pilot Study. JMIR Serious Games 2022;10(1):e31404 View
  2. Gandolfi M, Mazzoleni S, Morone G, Iosa M, Galletti F, Smania N. The role of feedback in the robotic-assisted upper limb rehabilitation in people with multiple sclerosis: a systematic review. Expert Review of Medical Devices 2023;20(1):35 View
  3. Pais-Vieira C, Gaspar P, Matos D, Alves L, da Cruz B, Azevedo M, Gago M, Poleri T, Perrotta A, Pais-Vieira M. Embodiment Comfort Levels During Motor Imagery Training Combined With Immersive Virtual Reality in a Spinal Cord Injury Patient. Frontiers in Human Neuroscience 2022;16 View
  4. Kim Y, Hong S, Choi M. Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials. Journal of Medical Internet Research 2022;24(9):e37753 View
  5. Abd-alrazaq A, Abuelezz I, Hassan A, AlSammarraie A, Alhuwail D, Irshaidat S, Abu Serhan H, Ahmed A, Alabed Alrazak S, Househ M. Artificial Intelligence–Driven Serious Games in Health Care: Scoping Review. JMIR Serious Games 2022;10(4):e39840 View
  6. Seo N, Barry A, Ghassemi M, Triandafilou K, Stoykov M, Vidakovic L, Roth E, Kamper D. Use of an EMG-Controlled Game as a Therapeutic Tool to Retrain Hand Muscle Activation Patterns Following Stroke: A Pilot Study. Journal of Neurologic Physical Therapy 2022;46(3):198 View
  7. Fusco A, Tieri G. Challenges and Perspectives for Clinical Applications of Immersive and Non-Immersive Virtual Reality. Journal of Clinical Medicine 2022;11(15):4540 View
  8. Maskeliunas R, Damasevicius R, Paulauskas A, Ceravolo M, Charalambous M, Kambanaros M, Pampoulou E, Barbabella F, Poli A, Carvalho C. Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients. Information 2022;13(12):564 View
  9. Wang Y, Wang Z, Liu G, Wang Z, Wang Q, Yan Y, Wang J, Zhu Y, Gao W, Kan X, Zhang Z, Jia L, Pang X. Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis. Frontiers in Public Health 2022;10 View
  10. Gouveia É, Campos P, França C, Rodrigues L, Martins F, França C, Gonçalves F, Teixeira F, Ihle A, Gouveia B. Virtual Reality Gaming in Rehabilitation after Musculoskeletal Injury—User Experience Pilot Study. Applied Sciences 2023;13(4):2523 View
  11. Damaševičius R, Maskeliūnas R, Blažauskas T. Serious Games and Gamification in Healthcare: A Meta-Review. Information 2023;14(2):105 View
  12. Maida E, Bresciamorra V, Triassi M, Lanzillo R, Bonavita S, Lavorgna L. Cost-Analysis of Telemedicine Interventions Compared with Traditional Care in the Management of Chronic Neurological Diseases: A Systematic Review. Telemedicine and e-Health 2024;30(2):404 View
  13. Amorim P, Serra H, Sousa B, Dias P, Castelo-Branco M, Martins H. Chronic stroke survivors’ perspective on the use of serious games to motivate upper limb rehabilitation – a qualitative study. Health Informatics Journal 2023;29(2) View
  14. Chow D, Mann S. Exergaming and education: a relational model for games selection and evaluation. Frontiers in Psychology 2023;14 View
  15. Tomás D, Pais-Vieira M, Pais-Vieira C. Sensorial Feedback Contribution to the Sense of Embodiment in Brain–Machine Interfaces: A Systematic Review. Applied Sciences 2023;13(24):13011 View
  16. Huang W, Loid V, Sung J. Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012—2022. BMC Medical Education 2024;24(1) View
  17. Gandolfi M, Sandri A, Menaspà Z, Avanzino L, Pelosin E, Geroin C, Vidale D, Fiorio M, Tinazzi M. How Does Postural Control in Patients with Functional Motor Disorders Adapt to Multitasking‐Based Immersive Virtual Reality?. Movement Disorders Clinical Practice 2024;11(4):337 View
  18. Villada Castillo J, Montoya Vega M, Muñoz Cardona J, Lopez D, Quiñones L, Henao Gallo O, Lopez J. Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study. JMIR Serious Games 2024;12:e48900 View
  19. Aguilera-Rubio Á, Alguacil-Diego I, Mallo-López A, Jardón Huete A, Oña E, Cuesta-Gómez A. Use of low-cost virtual reality in the treatment of the upper extremity in chronic stroke: a randomized clinical trial. Journal of NeuroEngineering and Rehabilitation 2024;21(1) View
  20. Prats-Bisbe A, López-Carballo J, García-Molina A, Leno-Colorado D, García-Rudolph A, Opisso E, Jané R. Virtual Reality–Based Neurorehabilitation Support Tool for People With Cognitive Impairments Resulting From an Acquired Brain Injury: Usability and Feasibility Study. JMIR Neurotechnology 2024;3:e50538 View
  21. Zhao M, Lu X, Zhang Q, Zhao R, Wu B, Huang S, Li S. Effects of exergames on student physical education learning in the context of the artificial intelligence era: a meta-analysis. Scientific Reports 2024;14(1) View
  22. Ortega Morán J, Pagador J, Gilete Preciado V, Moyano-Cuevas J, Rodríguez Domínguez T, Santurino Muñoz M, Sánchez Margallo F. A Serious Game for Cognitive Stimulation of Older People With Mild Cognitive Impairment: Design and Pilot Usability Study. JMIR Aging 2024;7:e41437 View
  23. Lin S, Lee J, Yang Y, Fang C, Fang H, Hou T. Exploring the Design of Upper Limb Strength Training Through High-Intensity Interval Training Combined With Exergaming: Usability Study. JMIR Serious Games 2024;12:e51730 View
  24. Ozyurt H, Ozyurt O, Mishra D. Exploring the Evolution of Educational Serious Games Research: A Topic Modeling Perspective. IEEE Access 2024;12:81827 View
  25. Haghedooren E, Haghedooren R, Langer D, Gosselink R. Feasibility and safety of interactive virtual reality upper limb rehabilitation in patients with prolonged critical illness. Australian Critical Care 2024;37(6):949 View
  26. Luo Y, Shen Z, Wang H, Dong R. Knowledge, attitudes, and practices regarding perioperative neurocognitive disorders among anesthesia practitioners. Heliyon 2024;10(16):e36491 View
  27. Loureiro M, Elias A, Machado F, Bezerra M, Zimerer C, Mello R, Frizera A. Analysis of Gait Kinematics in Smart Walker-Assisted Locomotion in Immersive Virtual Reality Scenario. Sensors 2024;24(17):5534 View
  28. Houzangbe S, Lemay M, Levac D. Toward Physiological Detection of a “Just-Right” Challenge Level for Motor Learning in Immersive Virtual Reality: Protocol for a Cross-Sectional Study. JMIR Research Protocols 2024;13:e55730 View
  29. Choi S, Lee J, Bae K, Kim D, Lee Y, Lee Y. Clinical effect of rehabilitation after distal radius fracture surgery using a wearable device: A comparative prospective cohort study. Hand Surgery and Rehabilitation 2024;43(6):101779 View
  30. Lima Sousa D, Teixeira S, E. Fontenele J, da Silva Souza H, Moreira R, Silva F, Ribeiro P, Soares Teles A. RG4Face: A serious game incorporating mime movement recognition for facial rehabilitation. Multimedia Tools and Applications 2024;84(26):31211 View
  31. Vidal A, Cervantes J, Rumbo-Morales J, Sorcia-Vázquez F, Ortiz-Torres G, Moncada C, Arias I. Development of RelaxQuest: A Serious EEG-Controlled Game Designed to Promote Relaxation and Self-Regulation with a Potential Focus on ADHD Intervention. Applied Sciences 2024;14(23):11173 View
  32. Maharjan R, Mendu S, Mariani M, Abdullah S, Hansen J. Exploring user engagement with real-time verbal feedback from an exoskeleton-based virtual exercise coach. DIGITAL HEALTH 2024;10 View
  33. Zhang B, Wong K, Liu M, Hui V, Guo C, Liu Z, Liu Y, Xiao Q, Qin J. Effect of artificial intelligence-based video-game system on dysphagia in patients with stroke: A randomized controlled trial. Clinical Nutrition 2025;45:81 View
  34. Dereje D, Lamba D, Abessa T, Kenea C, Ramari C, Osama M, Kossi O, Boma P, Panda J, Kushnir A, Mourad J, Mapinduzi J, Fourtassi M, Daniels K, Deutsch J, Bonnechère B. Unlocking the potential of serious games for rehabilitation in low and middle-income countries: addressing potential and current limitations. Frontiers in Digital Health 2025;7 View
  35. Villada Castillo J, López J, Muñoz J, Henao Gallo O. Clinical Perceptions and Feasibility Analysis of a Virtual Reality Game for Post-Stroke Rehabilitation. TecnoLógicas 2024;27(61):e3180 View
  36. Huang J, Wei Y, Zhou P, He X, Li H, Wei X. Effect of Home-Based Virtual Reality Training on Upper Extremity Recovery in Patients With Stroke: Systematic Review. Journal of Medical Internet Research 2025;27:e69003 View
  37. Chatragadda L, Fletcher A, Zhong S, Vargas F, Bhagat N, Mankodiya K, Delmonico M, Solanki D. Development and Assessment of a Soft Wearable for sEMG-Based Hand Grip Detection and Control of a Virtual Environment. Sensors 2025;25(8):2431 View
  38. Fabio R, Semino M, Perina M, Martini M, Riccio E, Pili G, Pani D, Chessa M. Virtual Reality as a Tool for Upper Limb Rehabilitation in Rett Syndrome: Reducing Stereotypies and Improving Motor Skills. Pediatric Reports 2025;17(2):49 View
  39. Meiszl K, Ratert F, Schulten T, Wiswede D, Kuhlmann de Canaviri L, Potthast T, Silberbach M, Hake L, Warnecke Y, Schiprowski W, Merschhemke M, Friedrich C, Brüngel R. Conventional Training Integrated with SteamVR Tracking 2.0: Body Stability and Coordination Training Evaluation on ICAROS Pro. Sensors 2025;25(9):2840 View
  40. Haas M, Martin-Niedecken A, Wild L, Schneeberger L, Graf E, Akaras E. Biomechanical risk factors for ACL injury during a high-intensity exergame differ between the sexes based on exercise type. PLOS One 2025;20(5):e0324702 View
  41. Stasolla F, Zullo A, Maniglio R, Passaro A, Di Gioia M, Martini E, Akbar K, Dragone M, Curcio E. Mapping the Landscape of Educational and Therapeutic Applications Through Serious Games to Promote Social and Emotional Competence in Adolescents with Autism: a Scoping Review. Journal of Developmental and Physical Disabilities 2025 View
  42. Michailidou T, Petrou E, Dimitriadis Z, Besios T, Paras G. Immersion as a determinant of the effectiveness of visual feedback systems in the rehabilitation of motor disorders: a systematic review. International Journal of Therapy and Rehabilitation 2025;32(6):1 View
  43. Wade D. Virtual reality for stroke rehabilitation: time to rethink? Lessons from a Cochrane review. Cochrane Database of Systematic Reviews 2025;2025(7) View
  44. Park S, Candiotti J, Rampulla V, Rafferty E, Cooper R, Deepak N, Sivakanthan S, Raad J, Cooper R. Gamifying education on addressing real-world barriers, obstacles, and challenges commonly encountered by mobility device users: A convergent mixed-methods feasibility study. The Journal of Spinal Cord Medicine 2025:1 View
  45. El Marhraoui Y, Bouilland S, Deseur M, Boukallel M, Bouchigny S, Panëels S, Anastassova M, Muhla F, Monsaingeon J, Sauquet D, Thamié L, Doghmi M, Desailly E, Ammi M. CPLAY: Upper Limb Functional Rehabilitation Tool for Children with Developmental Coordination Disorder or Cerebral Palsy. IRBM 2025;46(5):100907 View
  46. Haas M, Wild L, Schneeberger L, Graf E, Martin-Niedecken A. Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings. JMIR Serious Games 2025;13:e68431 View
  47. Rose-Dulcina K, Armand S, Cacioppo M. Using game performance measure to assess upper limb motor function in children with neuromotor disorders: a systematic review. Journal of NeuroEngineering and Rehabilitation 2025;22(1) View
  48. Cavaliere-Ballesta C, Quiles Zamora V, Polo Hortigüela C, Ortiz García M, Iáñez Martínez E, Azorín Poveda J. Desarrollo y validación de un videojuego basado en IM para la neurorrehabilitación de pacientes con limitaciones motoras de miembro inferior. Jornadas de Automática 2025;(46) View
  49. Kira A, Pontes R, Pedroso de Lima A, Araújo L, Monteiro C, Valenzuela E, da Silva V, Weingartner J, de Moraes Í, Uribe-Quevedo A, Nunes F. MazeOut Adaptive Serious Game: Evaluation of Performance and Usability for Motor Rehabilitation in Individuals with Autism Spectrum Disorder. Games for Health Journal 2025 View
  50. Yang H, Chang F, Zhu D, Fumie M, Liu Z, Zhang W, Cai J. Gamified interventions for schizophrenia rehabilitation: A systematic scoping review. Clinical Psychology Review 2025;122:102651 View
  51. Cieślik B. Virtual Reality Exergaming in Outpatient Stroke Rehabilitation: A Scoping Review and Clinician Roadmap. Journal of Clinical Medicine 2025;14(20):7227 View

Books/Policy Documents

  1. Rupp R, Wirz M. Neurorehabilitation Technology. View
  2. Zeffiro V, Di Fuccio R, Mazzotta R, Ronni A, Alvaro R, Bulfone G, D’Agostino F. Methodologies and Intelligent Systems for Technology Enhanced Learning, Workshops, 12th International Conference. View
  3. Colucci L, Cardinali L, Roatta S. Computer-Human Interaction Research and Applications. View
  4. Bastos-Filho T, Guerrero-Méndez C, González-Cely A, Blanco-Díaz C, de Souza F, Mehrpour S, de Oliveira A, de Albuquerque T, Delisle-Rodríguez D, de Azevedo Dantas A, do Espírito Santo C, Villa-Parra A, Igasaki T, Huete A, Soekadar S. Advances in Technology-Assisted Neurorehabilitation. View
  5. Buchberger B. Zusammenwirken von natürlicher und künstlicher Intelligenz: Beurteilen-Messen-Bewerten. View

Conference Proceedings

  1. de Matos Jorge Ferreira D, de Lima T, de Assis G, Ruivo E, da Silva Rodrigues B, Correa A. 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH). Design of exergames controlled by wearable devices for sensorimotor skills: a framework proposal View
  2. Floreste T, Yasui A, Brandão A, Vittori K, Pereira L, de Souza Santos F, Gama S. 2023 IEEE 11th International Conference on Serious Games and Applications for Health (SeGAH). SANE – A Journey for Health: Prototype Game Design and a Cognitive Walkthrough Evaluation View
  3. Vieira C, Alves P, Alves J, Perrota A. Proceedings of the 31st International Conference on Information Systems Development. Small Data as a Tool to Predict Player Game Design Preferences: A Qualitative Pilot Study View
  4. Elaklouk A, Zuarni Ramli R, Edris I, Padilla-Valdez N, Jumaily A. 2023 6th International Conference on Applied Computational Intelligence in Information Systems (ACIIS). A Framework for Tele-rehabilitation Gaming System View
  5. Mondellini M, Greco L, Bolognini S, Pugliese R, Carraro E, Sacco M, Arlati S. 2024 IEEE 12th International Conference on Serious Games and Applications for Health (SeGAH). Assessing User Experience in an Immersive Virtual Reality Application for Cognitive Training in Patients with Neuromuscular Disorders View
  6. Magre L. Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play. Designing for Engagement: Cozy Gaming for Long Term Goals View
  7. Vidyasagar K, Sai G, Ruchita M, Saikia M. 2024 2nd International Conference on Recent Trends in Microelectronics, Automation, Computing and Communications Systems (ICMACC). Gamified Rehabilitation and Physiotherapy Using MediaPipe for Posture and Hand Gesture Recognition View
  8. C. V, J. A, P. A, A. P. 2024 IEEE 3rd International Conference on Intelligent Reality (ICIR). Patient Specific AI-Assisted Narrative Design for Serious Games Targeting Motor Rehabilitation View
  9. Parrales-Bravo F, Ortiz-Aguilar W, Cevallos-Torres L, Barzola-Monteses J, Caicedo-Quiroz R. 2025 IEEE 38th International Symposium on Computer-Based Medical Systems (CBMS). Current Situation of Serious Games to Support Ecuadorian Health View