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 2024:101779 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 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