<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE article PUBLIC "-//NLM//DTD Journal Publishing DTD v2.0 20040830//EN" "http://dtd.nlm.nih.gov/publishing/2.0/journalpublishing.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink" article-type="review-article" dtd-version="2.0">
  <front>
    <journal-meta>
      <journal-id journal-id-type="publisher-id">JSG</journal-id>
      <journal-id journal-id-type="nlm-ta">JMIR Serious Games</journal-id>
      <journal-title>JMIR Serious Games</journal-title>
      <issn pub-type="epub">2291-9279</issn>
      <publisher>
        <publisher-name>JMIR Publications</publisher-name>
        <publisher-loc>Toronto, Canada</publisher-loc>
      </publisher>
    </journal-meta>
    <article-meta>
      <article-id pub-id-type="publisher-id">v11i1e44904</article-id>
      <article-id pub-id-type="pmid">37843886</article-id>
      <article-id pub-id-type="doi">10.2196/44904</article-id>
      <article-categories>
        <subj-group subj-group-type="heading">
          <subject>Review</subject>
        </subj-group>
        <subj-group subj-group-type="article-type">
          <subject>Review</subject>
        </subj-group>
      </article-categories>
      <title-group>
        <article-title>Playfulness and New Technologies in Hand Therapy for Children With Cerebral Palsy: Scoping Review</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="editor">
          <name>
            <surname>Eysenbach</surname>
            <given-names>Gunther</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Mostafa</surname>
            <given-names>Moussa</given-names>
          </name>
        </contrib>
        <contrib contrib-type="reviewer">
          <name>
            <surname>Wyver</surname>
            <given-names>Shirley</given-names>
          </name>
        </contrib>
      </contrib-group>
      <contrib-group>
        <contrib id="contrib1" contrib-type="author" corresp="yes">
          <name name-style="western">
            <surname>Pinos Cisneros</surname>
            <given-names>Tamara Veronica</given-names>
          </name>
          <degrees>MSc</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <address>
            <institution>Digital Life Centre</institution>
            <institution>Amsterdam University of Applied Sciences</institution>
            <addr-line>Wibauthuis (WBH) &#124; 06A02</addr-line>
            <addr-line>Wibautstraat 3-b</addr-line>
            <addr-line>Amsterdam, 1091 GH</addr-line>
            <country>Netherlands</country>
            <phone>31 621157005</phone>
            <email>t.v.pinoscisneros@utwente.nl</email>
          </address>
          <xref rid="aff2" ref-type="aff">2</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-2814-292X</ext-link>
        </contrib>
        <contrib id="contrib2" contrib-type="author">
          <name name-style="western">
            <surname>Brons</surname>
            <given-names>Annette</given-names>
          </name>
          <degrees>MSc</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0001-9328-5612</ext-link>
        </contrib>
        <contrib id="contrib3" contrib-type="author">
          <name name-style="western">
            <surname>Kröse</surname>
            <given-names>Ben</given-names>
          </name>
          <degrees>Prof Dr</degrees>
          <xref rid="aff1" ref-type="aff">1</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0003-1237-0618</ext-link>
        </contrib>
        <contrib id="contrib4" contrib-type="author">
          <name name-style="western">
            <surname>Schouten</surname>
            <given-names>Ben</given-names>
          </name>
          <degrees>Prof Dr</degrees>
          <xref rid="aff3" ref-type="aff">3</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0002-6176-7171</ext-link>
        </contrib>
        <contrib id="contrib5" contrib-type="author">
          <name name-style="western">
            <surname>Ludden</surname>
            <given-names>Geke</given-names>
          </name>
          <degrees>Prof Dr</degrees>
          <xref rid="aff2" ref-type="aff">2</xref>
          <ext-link ext-link-type="orcid">https://orcid.org/0000-0003-4508-9865</ext-link>
        </contrib>
      </contrib-group>
      <aff id="aff1">
        <label>1</label>
        <institution>Digital Life Centre</institution>
        <institution>Amsterdam University of Applied Sciences</institution>
        <addr-line>Amsterdam</addr-line>
        <country>Netherlands</country>
      </aff>
      <aff id="aff2">
        <label>2</label>
        <institution>Interaction Design</institution>
        <institution>University of Twente</institution>
        <addr-line>Enschede</addr-line>
        <country>Netherlands</country>
      </aff>
      <aff id="aff3">
        <label>3</label>
        <institution>Play and Civic Media</institution>
        <institution>Amsterdam University of Applied Sciences</institution>
        <addr-line>Amsterdam</addr-line>
        <country>Netherlands</country>
      </aff>
      <author-notes>
        <corresp>Corresponding Author: Tamara Veronica Pinos Cisneros <email>t.v.pinoscisneros@utwente.nl</email></corresp>
      </author-notes>
      <pub-date pub-type="collection">
        <year>2023</year>
      </pub-date>
      <pub-date pub-type="epub">
        <day>16</day>
        <month>10</month>
        <year>2023</year>
      </pub-date>
      <volume>11</volume>
      <elocation-id>e44904</elocation-id>
      <history>
        <date date-type="received">
          <day>12</day>
          <month>12</month>
          <year>2022</year>
        </date>
        <date date-type="rev-request">
          <day>14</day>
          <month>1</month>
          <year>2023</year>
        </date>
        <date date-type="rev-recd">
          <day>23</day>
          <month>5</month>
          <year>2023</year>
        </date>
        <date date-type="accepted">
          <day>21</day>
          <month>7</month>
          <year>2023</year>
        </date>
      </history>
      <copyright-statement>©Tamara Veronica Pinos Cisneros, Annette Brons, Ben Kröse, Ben Schouten, Geke Ludden. Originally published in JMIR Serious Games (https://games.jmir.org), 16.10.2023.</copyright-statement>
      <copyright-year>2023</copyright-year>
      <license license-type="open-access" xlink:href="https://creativecommons.org/licenses/by/4.0/">
        <p>This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.</p>
      </license>
      <self-uri xlink:href="https://games.jmir.org/2023/1/e44904" xlink:type="simple"/>
      <abstract>
        <sec sec-type="background">
          <title>Background</title>
          <p>Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well-being of these children. However, to understand how and why these interventions are motivating children, we need a better understanding of the playful elements of technology-supported hand therapy.</p>
        </sec>
        <sec sec-type="objective">
          <title>Objective</title>
          <p>This scoping review aims to identify the playful elements and the innovative technologies currently used in hand therapy for children with CP.</p>
        </sec>
        <sec sec-type="methods">
          <title>Methods</title>
          <p>We included studies that design or evaluate interventions for children with CP that use innovative technologies with game or play strategies. Data were extracted and analyzed based on the type of technology, description of the system, and playful elements according to the Lenses of Play, a play design toolkit. A total of 31 studies were included in the analysis.</p>
        </sec>
        <sec sec-type="results">
          <title>Results</title>
          <p>Overall, 54 papers were included in the analysis. The results showed high use of consumer technologies in hand therapy for children with CP. Although several studies have used a combination of consumer technologies with therapeutic-specific technologies, only a few studies focused on the exclusive use of therapeutic-specific technologies. To analyze the playfulness of these interventions that make use of innovative technologies, we focused our review on 3 lenses of play: <italic>Open-ended Play</italic>, where it was found that the characteristics of ludus, such as a structured form of play and defined goals and rules, were the most common, whereas strategies that relate to paidia were less common. The most commonly used <italic>Forms of Play</italic> were physical or active form and games with rules. Finally, the most popular <italic>Playful experiences</italic> were control, challenge, and competition.</p>
        </sec>
        <sec sec-type="conclusions">
          <title>Conclusions</title>
          <p>The inventory and analysis of innovative technology and playful elements provided in this study can be a starting point for new developments of fun and engaging tools to assist hand therapy for children with CP.</p>
        </sec>
      </abstract>
      <kwd-group>
        <kwd>technology</kwd>
        <kwd>cerebral palsy</kwd>
        <kwd>play</kwd>
        <kwd>children</kwd>
        <kwd>hand therapy</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec sec-type="introduction">
      <title>Introduction</title>
      <sec>
        <title>Background</title>
        <p>Children with hand motor skills deficiencies face challenges daily. They may have difficulties with daily activities such as eating, getting dressed, or socializing with friends and families. Physical and occupational therapies can ameliorate the motor skills of these children [<xref ref-type="bibr" rid="ref1">1</xref>]. One group with hand motor skills deficiencies is children with cerebral palsy (CP). Despite therapists’ efforts, the interventions available for this group are repetitive and thus perceived as demotivating [<xref ref-type="bibr" rid="ref2">2</xref>]. Providing therapy via a motivating activity positively impacts improving motor skills, as patients are more willing to take part and adhere to the treatment. Therefore, rehabilitation researchers and therapists constantly look for ways to innovate and improve existing therapies.</p>
        <p>Challenges of current therapy at home include lacking the means for personalization, monitoring of progress of the exercises, and high cost of devices. Children with CP present with a diverse degree of motor function, and no 2 children will be affected in the same way. Therapists therefore adjust the exercises according to each child; however, this type of personalization is challenging if the therapy is to be performed at home. In addition, therapists need to provide tailored and timely feedback for the child to sustain motivation and increase adherence when performing therapy at home. Trying to provide this help at home can increase the workload and pressure on the therapists and caregivers.</p>
        <p>New technologies, such as the E-link, the HandTutor, or the surface electromyography, present advantages in hand rehabilitation such as data analysis, customization, feedback, and adaptability to the home environment [<xref ref-type="bibr" rid="ref3">3</xref>]; however, their high cost means that families cannot make use of them easily. Two known approaches to increase motivation are the use of new technologies and play. The benefits of play in the development of children have been widely studied, showing that the motivational nature of play encourages children to participate and learn. Thus, one of the approaches that therapists have successfully used in rehabilitation centers is to perform exercises through play [<xref ref-type="bibr" rid="ref4">4</xref>]. One successful example of play-based therapy is Pirate Therapy [<xref ref-type="bibr" rid="ref5">5</xref>], which highlights the importance of motivating children to work toward a goal through playful activities. Researchers have also studied the use of new technologies, such as virtual reality (VR), augmented reality, game consoles, and robots, which are familiar and appealing to children because they provide opportunities for play via interactive games while enriching the therapeutic experience [<xref ref-type="bibr" rid="ref3">3</xref>].</p>
        <p>Furthermore, these new technologies provide monitoring and automatic feedback on performance, the opportunity for repetition to improve motor skills, and sharing experiences between children and others. These are also financially accessible technologies that require low technical support, making them appropriate for use at home. Some examples of successful studies on hand therapy for children with CP and other motor disabilities are the studies conducted by Reid [<xref ref-type="bibr" rid="ref6">6</xref>] and analyzed in the review by Pereira et al [<xref ref-type="bibr" rid="ref7">7</xref>]. They concluded that VR is suitable for supporting hand therapy. Koutsiana et al [<xref ref-type="bibr" rid="ref8">8</xref>] concluded in their review that serious games are an alternative to provide motivation in therapy. Moreover, Winkels et al [<xref ref-type="bibr" rid="ref9">9</xref>] showed positive results in participants’ usability, user satisfaction, and enjoyment in gaming with the Nintendo Wii sports games, boxing, and tennis. In their review, Ayed et al [<xref ref-type="bibr" rid="ref10">10</xref>] highlighted that the interest in the field of VR systems for rehabilitation is increasing. However, none of these studies provide an overview of the extent and range of the research on playful technological interventions. There does not seem to be a systematic approach to how and when we use technology and play in therapy for children. Many studies have experimented with available technologies that can be adjusted for therapy without paying much attention to the play elements that can be applied. Therefore, there is a need to have an overview of what the field has been doing for the last decade and to deepen our understanding of the use of play in therapy.</p>
      </sec>
      <sec>
        <title>Objectives</title>
        <p>The range of playful technological interventions can be studied along multiple dimensions. First, the type of technology (motion sensing, game consoles, etc) can be used to categorize the research. Second, the type of playful elements (competition, rules, fantasy, etc) can help structure the analysis. Therefore, in this scoping review, we aim to identify which innovative technologies are part of playful hand therapies and what are the playful elements used in these interventions. This information will provide researchers, designers, and practitioners with an overview of current therapies for children with CP that make use of innovative technologies and play. Furthermore, we aim to provide starting points to design new therapies that are supported by innovative technology and play (which makes them suitable for other environments than just the rehabilitation center) and that engage and motivate children.</p>
      </sec>
      <sec>
        <title>Designing Playful Interactions</title>
        <p>To analyze and determine whether and which playful elements have been applied in technology-supported hand therapies for children with CP, we used the Lenses of Play [<xref ref-type="bibr" rid="ref11">11</xref>]. The Lenses of Play is a design toolkit used to create playful interactions. For example, Almahmoud [<xref ref-type="bibr" rid="ref12">12</xref>] used the Lenses of Play to design a toy for children with autism. We have chosen to use it as our framework because it provides multidimensional examination of play beyond traditional therapist-centered approaches, making a distinction between games and free play [<xref ref-type="bibr" rid="ref13">13</xref>] and providing a diverse set of playful elements such as control and competition among others. Other frameworks or models used in therapy, such as Theraplay [<xref ref-type="bibr" rid="ref14">14</xref>] or SCOPE-IT [<xref ref-type="bibr" rid="ref15">15</xref>], refer more to the behavior of children in connection with their caregivers and occupational performance. Although play is an essential element, these frameworks lack the focus on what makes an activity or object playful for children. The Lenses of Play focus on the object, game, and user interaction. This framework will help us to better understand how playfulness is used and identify the necessary ingredients to design new playful experiences for therapy. In the future design of playful therapies, this can lead to a common and more specific language to be used by the different stakeholders involved in innovative, technology-supported therapies, including clinicians, children, and their parents, as well as technology developers.</p>
        <p>First, we briefly describe the technologies used in this review. Subsequently, identifying the playful elements used within therapies that use new technology will support a more systematic reflection and understanding of the potential benefits of using these technologies.</p>
      </sec>
    </sec>
    <sec sec-type="methods">
      <title>Methods</title>
      <p>A scoping review aims to compile the relevant literature and map the critical concepts of a specific topic. For this scoping review, we used the five-stage framework proposed by Arksey and O’Malley [<xref ref-type="bibr" rid="ref16">16</xref>]: (1) identifying the research questions; (2) identifying relevant studies; (3) study selection; (4) charting the data; and (5) collating, summarizing, and reporting the results.</p>
      <sec>
        <title>Identifying the Research Questions</title>
        <p>In line with the main objectives of this scoping review, we aim to answer the following research questions:</p>
        <list list-type="bullet">
          <list-item>
            <p>Question 1. Which innovative assistive technologies are used in hand therapies for children with CP?</p>
          </list-item>
          <list-item>
            <p>Question 2. Which playful elements are embedded in the technology-supported therapy to motivate children with CP?</p>
          </list-item>
        </list>
      </sec>
      <sec>
        <title>Identifying Relevant Studies</title>
        <p>To identify relevant studies, we performed comprehensive searches in the Scopus, Web of Science, and CINAHL databases for medical and human-computer interaction studies published in English between January 2009 and December 2022. The final search was performed on January 17, 2023. The keywords used were as follows: “cerebral palsy OR cerebral paresis OR cerebral palsies; AND play* OR game OR gamification OR toy; AND child OR children; AND therapy OR rehabilitation OR treatment; AND hand OR upper limbs.” The queries that were run on all the databases are presented in <xref ref-type="supplementary-material" rid="app1">Multimedia Appendix 1</xref>.</p>
      </sec>
      <sec>
        <title>Study Selection</title>
        <p>After removing duplicates, the titles and abstracts were analyzed according to the inclusion and exclusion criteria set by 2 reviewers (AB and TVPC). The inclusion criteria for the analyzed articles were as follows: (1) study participants were children (aged 0-18 years) with spastic CP; (2) the therapy described was focused on hands or upper limbs motor skills; (3) the therapy used innovative technology (ie, electronic tools, systems, and devices); (4) the therapy used playful elements such as video games or toys; and (5) the publications consisted of peer-reviewed academic articles or conference proceedings that were published between 2009 and 2022. The exclusion criteria included (1) insufficient information about the game or play activity or referred to traditional therapies without the support of technologies (eg, bimanual, constrained-induced movement, and Pirate Therapy), (2) lack of focus on the treatment used, (3) written in a different language than English, (4) unavailability to access the full text at the time of analysis, and (5) incomplete inclusion criteria. Disagreements between reviewers with regard to the exclusion criteria were resolved through discussion.</p>
      </sec>
      <sec>
        <title>Charting the Data</title>
        <p>The data extracted from the selected studies included authors, date of publication, research questions or aim, sample size, frequency, time and duration of therapy, hand movement, intended environment (home or rehabilitation center), the technology used, description of the system, and playful elements according to the Lenses of Play.</p>
      </sec>
      <sec>
        <title>Collating, Summarizing, and Reporting the Results</title>
        <p>The PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) guidelines [<xref ref-type="bibr" rid="ref17">17</xref>] were followed for reporting the results; the PRISMA-ScR checklist is included in <xref ref-type="supplementary-material" rid="app2">Multimedia Appendix 2</xref>. The protocol was registered with the Open Science Framework. The authors (TVPC, BK, BS, and GL) met to determine the categories of technologies, evaluate the playful elements of the Lenses of Play, and analyze the extracted data. To determine the categories of technologies, we investigated their functionality and determined commonalities. For example, Kinect and Leap Motion are used to detect movement; hence, we created a motion sensor category. To identify the playful elements used in the interventions, we analyzed the information provided for each intervention through each of the Lenses of Play. To do so, we examined the design principles, play mechanisms, and goals that were included in the interventions and described in the paper. For commercially available games and technologies, we also investigated the information provided on the developers’ websites [<xref ref-type="bibr" rid="ref18">18</xref>-<xref ref-type="bibr" rid="ref23">23</xref>]. For example, when analyzing a study with the Lens of Play <italic>Playful experiences</italic>, if the intervention described a game where the player had to grab a specific number of virtual butterflies and place them in a jar, the game will be categorized under the playful experience <italic>completion</italic> because the player must complete a task. The same was performed with the other lenses by following the definitions of each element of the Lenses of Play.</p>
      </sec>
    </sec>
    <sec sec-type="results">
      <title>Results</title>
      <sec>
        <title>Overview</title>
        <p>The total number of studies found on Scopus was 166, whereas 126 studies were found on Web of Science (including MEDLINE) and 58 studies were found on CINAHL, resulting in 350 studies, including duplicates. The first author (TVPC) removed duplicate studies, resulting in 239 studies. The first 2 authors (TVPC and AB) conducted the analysis of titles and abstracts based on the inclusion and exclusion criteria. This yielded a total of 66 studies whose full text were reviewed for data extraction by 1 of the authors (TVPC). <xref rid="figure1" ref-type="fig">Figure 1</xref> depicts the number of studies identified at each process stage following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flow diagram. Finally, 54 studies were included in the study (<xref ref-type="table" rid="table1">Table 1</xref>).</p>
        <p>In recent years, there has been an increase in the interest in developing and researching hand therapies that use innovative assistive technology and playful elements. <xref rid="figure2" ref-type="fig">Figure 2</xref> shows the distribution of the selected papers from 1999 to 2022.</p>
        <fig id="figure1" position="float">
          <label>Figure 1</label>
          <caption>
            <p>PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flow diagram of search process.</p>
          </caption>
          <graphic xlink:href="games_v11i1e44904_fig1.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
        </fig>
        <table-wrap position="float" id="table1">
          <label>Table 1</label>
          <caption>
            <p>Summary of analyzed studies and assistive technology (original purpose of the technology and type of hardware).</p>
          </caption>
          <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
            <col width="30"/>
            <col width="120"/>
            <col width="0"/>
            <col width="310"/>
            <col width="0"/>
            <col width="230"/>
            <col width="0"/>
            <col width="310"/>
            <thead>
              <tr valign="top">
                <td colspan="3">Study, year</td>
                <td colspan="4">Study</td>
                <td>Technology</td>
              </tr>
              <tr valign="top">
                <td colspan="3">
                  <break/>
                </td>
                <td colspan="2">Goal</td>
                <td colspan="2">Participants</td>
                <td>Category and system</td>
              </tr>
            </thead>
            <tbody>
              <tr valign="top">
                <td colspan="8">
                  <bold>Category 1: therapeutic-specific technology</bold>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Bian et al [<xref ref-type="bibr" rid="ref24">24</xref>], 2020</td>
                <td colspan="2">To develop toy modules in combination with Lego blocks to support hand and arm training</td>
                <td colspan="2">5 children, aged 5-10 years; 1 with amentia and 4 with hemiplegia</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: Smart Tangibles (smart blocks)</p>
                    </list-item>
                    <list-item>
                      <p>System: path building with the smart blocks and Lego blocks</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Guberek et al [<xref ref-type="bibr" rid="ref25">25</xref>], 2009</td>
                <td colspan="2">To evaluate the level of cooperation and satisfaction of children when practicing arm and hand movements during play-like activities in a physical environment</td>
                <td colspan="2">Children aged 5-12 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: Motion Sensing (IREX<sup>a</sup>)</p>
                    </list-item>
                    <list-item>
                      <p>System: the IREX system with the game Zebra Crossing, the child attempts to touch as many stars as possible while advancing the crosswalk</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Mandil et al [<xref ref-type="bibr" rid="ref26">26</xref>], 2015</td>
                <td colspan="2">To use a tangible user interface in designing tabletop activities to help motivate children with motor disabilities to increase the number of exercises and improve the motor proficiency and quality of life</td>
                <td colspan="2">4 children with CP<sup>b</sup>, aged 6-14 years; 3 physiotherapists</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: Smart Tangibles (PhysiTable)</p>
                    </list-item>
                    <list-item>
                      <p>System: PhysiTable with 3 different paths defined with LEDs. Music and color used for feedback. The player uses a cube to trace the path.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>van Delden et al [<xref ref-type="bibr" rid="ref27">27</xref>], 2012</td>
                <td colspan="2">To study the use of tangible, interactive games for the repetitive training of upper limbs in the therapy of children with CP</td>
                <td colspan="2">4 therapists; 16 children with CP, aged 2.5-8 years; 14 non-CP children aged 8-9 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: Smart Tangibles (smart toys and TagTiles)</p>
                    </list-item>
                    <list-item>
                      <p>System: the smart toys are used to manipulate the TagTiles</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Wu et al [<xref ref-type="bibr" rid="ref28">28</xref>], 2022</td>
                <td colspan="2">To develop an Interactive Story Box to facilitate rehabilitation of speech, cognition, and motion</td>
                <td colspan="2">4 children with CP, aged 4-8 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: Smart Tangibles (interactive story box)</p>
                    </list-item>
                    <list-item>
                      <p>System: Raspberry PI, RFID<sup>c</sup> readers, and tangible objects to create an interactive box. Story maps are controlled with characters in the shape of a puzzle.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td colspan="8">
                  <bold>Category 2: consumer technology</bold>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Acar et al [<xref ref-type="bibr" rid="ref29">29</xref>], 2016</td>
                <td colspan="2">To investigate the efficiency of Nintendo Wii games in addition to neurodevelopmental treatment in patients with CP</td>
                <td colspan="2">30 children with CP, 16 female participants, aged 6-15 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game consoles</p>
                    </list-item>
                    <list-item>
                      <p>System: Nintendo Wii, with the VR<sup>d</sup> games (tennis, baseball, and boxing)</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Avcil et al [<xref ref-type="bibr" rid="ref30">30</xref>], 2021</td>
                <td colspan="2">To compare the effects of neurodevelopmental therapy and video game–based therapy for upper extremities</td>
                <td colspan="2">30 children with CP, aged 6-15 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game consoles (Nintendo Wii) and motion sensing (Leap Motion)</p>
                    </list-item>
                    <list-item>
                      <p>System: 2 video games to improve hand and grip functions. “CatchAPet” to touch rabbits with repetitive wrist flexion or extension movements and “Leapball” to grasp a virtual ball with all fingers and throw it by finger extension.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Chen et al [<xref ref-type="bibr" rid="ref31">31</xref>], 2021</td>
                <td colspan="2">To evaluate the feasibility of a Kinect-based constraint-induced therapy</td>
                <td colspan="2">10 children with CP in phase 1 and 8 children with CP in phase 2</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: motion sensing (Kinect), computers</p>
                    </list-item>
                    <list-item>
                      <p>System: video game where the child is a warrior defending their island. The Kinect detects the hand movements to throw cannonballs.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Chiu et al [<xref ref-type="bibr" rid="ref32">32</xref>], 2014</td>
                <td colspan="2">To investigate whether Wii Sports Resort training is effective and if any benefits are maintained</td>
                <td colspan="2">62 children with hemiplegia aged 6-13 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game consoles (Nintendo Wii)</p>
                    </list-item>
                    <list-item>
                      <p>System: Nintendo Wii, with Wii Sports Resort games, from easiest to hardest: bowling, Air Sports, Frisbee, and Basketball. 10 minutes per game.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>de Oliveira et al [<xref ref-type="bibr" rid="ref33">33</xref>], 2016</td>
                <td colspan="2">To develop a VR game using Unity 3D to aid motor and cognitive rehabilitation in children with CP</td>
                <td colspan="2">8 clinical experts</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computer (PC), motion sensing (Leap Motion), and wearables (Mind wave)</p>
                    </list-item>
                    <list-item>
                      <p>System: 6 phases of a video game in a PC controlled by Leap Motion. Mind wave used to keep track of player’s attention.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>El-Shamy and El-Banna [<xref ref-type="bibr" rid="ref34">34</xref>], 2020</td>
                <td colspan="2">To investigate the effect of Wii training on hand function</td>
                <td colspan="2">40 children with hemiplegic CP, aged 8-12 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game consoles (Nintendo Wii)</p>
                    </list-item>
                    <list-item>
                      <p>System: playing 4 Wii games: tennis, boxing, bowling, and basketball</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Elsaeh et al [<xref ref-type="bibr" rid="ref35">35</xref>], 2017</td>
                <td colspan="2">To develop a high-level control in which the human brain is stimulated by the visual, audio, and tactile sensation to transmit instructions to the affected upper limb’s joints</td>
                <td colspan="2">2 children with hemiplegia, 1 7 years old female participant, and 1 10 years old male participant</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computer (PC), controller (Novint Falcon) system: 3 video games on a PC using the Novint Falcon controller</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Garcia-Hernandez et al [<xref ref-type="bibr" rid="ref36">36</xref>], 2021</td>
                <td colspan="2">To examine how the subjective experience of seeing and controlling a half-body avatar or an abstract hand representation in a virtual environment for training upper limb movements may affect motor performance</td>
                <td colspan="2">19 children aged 7-9 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computer and motion sensing (Kinect)</p>
                    </list-item>
                    <list-item>
                      <p>System: a video game with body or hand representation where participants have to reach and grab a ball</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Gieser et al [<xref ref-type="bibr" rid="ref37">37</xref>], 2015</td>
                <td colspan="2">To recognize and classify static gestures from Leap Motion by comparing classification techniques, decision trees, support vector machines, and k-nearest neighbors. Create and evaluate a game to detect hand gestures.</td>
                <td colspan="2">Volunteers and experts</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computer (PC) and motion sensor (Leap Motion)</p>
                    </list-item>
                    <list-item>
                      <p>System: virtual game developed on Unity for PC and controlled via Leap Motion.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Golomb et al [<xref ref-type="bibr" rid="ref38">38</xref>], 2009</td>
                <td colspan="2">To describe the learnings of providing home telerehabilitation to people with CP and to suggest ways to address some of the barriers to home telerehabilitation in this population</td>
                <td colspan="2">3 adolescents with CP</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: console (PlayStation 3) and controller (5DTD Ultra sensing glove).</p>
                    </list-item>
                    <list-item>
                      <p>System: custom games programmed in Java3D for PlayStation 3 and controlled with a 5DT5 Ultra sensing glove.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Golomb et al [<xref ref-type="bibr" rid="ref39">39</xref>], 2010</td>
                <td colspan="2">To investigate whether in-home remotely monitored VR video game–based telerehabilitation in adolescents with hemiplegic CP can improve hand function and forearm bone health and demonstrate alterations in motor circuitry activation</td>
                <td colspan="2">3 patients with severe right hemiplegic CP, aged 13-15 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: console (PlayStation 3) and controller (5DTD Ultra sensing glove).</p>
                    </list-item>
                    <list-item>
                      <p>System: the 5DT5 Ultra sensing glove has 5 fiber optic sensors in each of the 5 fingers; it is connected to a PlayStation 3 with Linux, and the games were programmed using open source Java3D API<sup>e</sup>.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Goyal et al [<xref ref-type="bibr" rid="ref40">40</xref>], 2022</td>
                <td colspan="2">To report the use of a VR gaming system and haptic feedback and its effectiveness</td>
                <td colspan="2">1 child, aged 6 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game consoles (PlayStation)</p>
                    </list-item>
                    <list-item>
                      <p>System: a driving simulation game with PlayStation 4</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Gregory et al [<xref ref-type="bibr" rid="ref41">41</xref>], 2012</td>
                <td colspan="2">To enable play for children with CP that continuously entertains, which will allow extended play over long durations</td>
                <td colspan="2">N/A<sup>f</sup></td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: smart tangibles (Pleo) and controller (Wii Nunchuk) system: a Wii Nunchuk is used to teach dance movements to Pleo.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Hernández et al [<xref ref-type="bibr" rid="ref42">42</xref>], 2018</td>
                <td colspan="2">To test the usability of the gaming station with clinicians and children with CP and to establish the feasibility in a 12-week clinical trial</td>
                <td colspan="2">6 therapists and 6 children with CP, aged 7-16 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: controller (Novint Falcon)</p>
                    </list-item>
                    <list-item>
                      <p>System: force feedback Novint Falcon game controller, custom grips, arm and wrist supports, and software to be used with mainstream games</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Hsieh et al [<xref ref-type="bibr" rid="ref43">43</xref>], 2020</td>
                <td colspan="2">To improve hand performance while playing with Chinese puppets modified with Lego robots</td>
                <td colspan="2">42 children with CP</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: smart tangibles (Lego Mindstorms NXT)</p>
                    </list-item>
                    <list-item>
                      <p>System: modified puppets with Lego, using servo motors, sensors, and connecting cables</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Hung et al [<xref ref-type="bibr" rid="ref44">44</xref>], 2018</td>
                <td colspan="2">To study the feasibility and possible efficacy of a suite of motion-controlled games designed for upper-extremity training in children with CP using Kinect2Scratch</td>
                <td colspan="2">13 children with CP; mean age 6.9 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computer (PC), motion sensor (Kinect) system: 3 video games in a PC with a screen with a Kinect sensor</p>
                    </list-item>
                    <list-item>
                      <p>Scratch visual programming and Kinect2Scratch software</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Kassee et al [<xref ref-type="bibr" rid="ref45">45</xref>], 2017</td>
                <td colspan="2">To compare a Nintendo Wii intervention to single-joint resistance training for the upper limb</td>
                <td colspan="2">6 children with spastic hemiplegic CP aged 7-12 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game Consoles (Nintendo Wii) System: experimental group: Nintendo Wii controllers, and selected games. Control group: TheraBand, Elite band and squeeze ball with a list of exercises.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Kottink et al [<xref ref-type="bibr" rid="ref46">46</xref>], 2017</td>
                <td colspan="2">To assess the feasibility, in terms of gaming experience, a mixed-reality system for rehabilitation of the arm and hand function</td>
                <td colspan="2">5 children aged 7-12 years with CP and 10 adults aged 30-70 years with stroke or brain injury</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: motion sensing (Kinect), computers (PC)</p>
                    </list-item>
                    <list-item>
                      <p>System: HandsOn game—reaching, grasping, and releasing a physical object to control a PC video game using Kinect</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Leal et al [<xref ref-type="bibr" rid="ref47">47</xref>], 2020</td>
                <td colspan="2">To verify if there was any performance improvement in a task performed in a virtual environment and if it is transferable to the real environment</td>
                <td colspan="2">28 children with CP, aged 6-15 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: motion sensing (Kinect), computers, and smart tangibles (touchscreen)</p>
                    </list-item>
                    <list-item>
                      <p>System: Check Limit Game, pop bubbles with the touchscreen or gestures</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Li et al [<xref ref-type="bibr" rid="ref48">48</xref>], 2009</td>
                <td colspan="2">To assess if a low-cost VR therapy home-based system can promote movements of the hemiplegic upper extremity that the child finds difficult</td>
                <td colspan="2">5 children with CP aged 8 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: motion sensing (EyeToy) and game console (PlayStation2)</p>
                    </list-item>
                    <list-item>
                      <p>System: VR therapy home-based system that consists of video games (Secret Agent and Mr Chef) for PlayStation2 and controlled with EyeToy</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Macintosh et al [<xref ref-type="bibr" rid="ref49">49</xref>], 2020</td>
                <td colspan="2">To assess the feasibility of an intervention that combines a cocreated gaming technology with biofeedback and coaching</td>
                <td colspan="2">19 children, aged 8-18 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category; wearables (MYO Armband) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: Dashy Square video game played with the use of electromyography and an MYO armband</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Macintosh et al [<xref ref-type="bibr" rid="ref50">50</xref>], 2022</td>
                <td colspan="2">To describe the design and evaluation of a biofeedback virtual game</td>
                <td colspan="2">9 children</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category; wearables (MYO armband) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: Dashy Square video game played with the use of electromyography and an MYO armband</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Nai et al [<xref ref-type="bibr" rid="ref51">51</xref>], 2019</td>
                <td colspan="2">To analyze the use of Vive trackers to estimate forearm axial rotation for the purpose of supporting interaction with serious games</td>
                <td colspan="2">8 healthy participants aged 21-31 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: motion sensing (HTC Vive trackers) and computers (PC)</p>
                    </list-item>
                    <list-item>
                      <p>System: HTC Vive trackers attached to a wrist bracer to control a serious game system on a PC. One tracker used around the palm and another around the center of the forearm.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Pruna et al [<xref ref-type="bibr" rid="ref52">52</xref>], 2017</td>
                <td colspan="2">Evaluate the use of a haptic device and VR games in upper limb rehabilitation in children</td>
                <td colspan="2">5 children with mild spasticity, aged 7-12 years; 4 children with Down syndrome and difficulty of movement in upper limbs, aged 9-12 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: controller (Geomagic Touch) and VR headsets (Oculus Rift)</p>
                    </list-item>
                    <list-item>
                      <p>System: 2 interactive virtual environment games (watering plants and order objects). The haptic device (Geomagic Touch) acquires the movement generated by the user, and an Oculus Rift provides immersion in the use of the system.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Stansfield et al [<xref ref-type="bibr" rid="ref53">53</xref>], 2015</td>
                <td colspan="2">To further investigate whether improved measures of motor performance will be seen with the use of motion-based VR gameplay</td>
                <td colspan="2">1 boy aged 10 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computers (PC) and wearables (Polhemus Liberty)</p>
                    </list-item>
                    <list-item>
                      <p>System: PC with the Polhemus Liberty tracking sensor, a screen, and a memory game played alone, in cooperation or competition</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Tarakci et al [<xref ref-type="bibr" rid="ref54">54</xref>], 2020</td>
                <td colspan="2">To study the potential efficacy of an 8-week program with the Leap Motion controller-based training as a therapeutic method for upper-extremity rehabilitation in comparison with conventional rehabilitation programs in children with CP, juvenile idiopathic arthritis and brachial plexus birth injury.</td>
                <td colspan="2">Group 1 (CP: n=15; JIA<sup>g</sup>: n=18; and BPBI<sup>h</sup>: n=9). Group II (CP: n=15; JIA: n=25; and BPBI: n=10). Aged 5-17 years.</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: motion sensing (Leap Motion) and computers (PC)</p>
                    </list-item>
                    <list-item>
                      <p>System: 2 rehabilitative video games on PC using Leap Motion: Fizyosoft CatchAPet and Fizyosoft Leapball</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Winkels et al [<xref ref-type="bibr" rid="ref9">9</xref>], 2013</td>
                <td colspan="2">To explore the effect of the Nintendo Wii training on upper-extremity function in children with CP</td>
                <td colspan="2">15 children with CP</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game consoles (Nintendo Wii). System: children played the boxing and tennis games provided in the Nintendo Wii Sports video game console.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Yildirim et al [<xref ref-type="bibr" rid="ref55">55</xref>], 2021</td>
                <td colspan="2">To investigate the effect of leap motion–based exergame therapy</td>
                <td colspan="2">20 children with CP, aged 8-15 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: motion sensing (Leap Motion) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: 2 video games controlled with a leap motion. Leap Ball: grab a ball and throw it into a box of matching color. Catch a Pet: touch the moles in a certain order</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Zoccolillo et al [<xref ref-type="bibr" rid="ref56">56</xref>], 2015</td>
                <td colspan="2">To investigate the effectiveness of video game therapy with respect to conventional therapy in improving upper limb motor outcomes</td>
                <td colspan="2">22 children with CP, aged 4-14 years. GMFC<sup>i</sup> between I and IV.</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: game consoles (Xbox) and motion sensing (Kinect)</p>
                    </list-item>
                    <list-item>
                      <p>System: a videogame of the console Xbox using the Kinect device for motion capture. Six games available: “Space pops,” “20.000 Leaks,” “Rally Ball,” boxing, volley, and bowling.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td colspan="8">
                  <bold>Category 3: therapeutic and consumer technology</bold>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Amonkar et al [<xref ref-type="bibr" rid="ref57">57</xref>], 2022</td>
                <td colspan="2">To evaluate the feasibility of implementation, acceptance, and perceived efficacy of a joystick-operated ride-on-toy intervention to promote upper-extremity function</td>
                <td colspan="2">11 children with CP, aged 3-14 years; 11 caregivers; and 6 clinicians</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: joystick ride-on-toy</p>
                    </list-item>
                    <list-item>
                      <p>System: children rode the ride-on-toy (car) navigating with the spastic hand and performing a task throughout the path (collecting objects, throwing balls, and avoiding obstacles)</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Bortone et al [<xref ref-type="bibr" rid="ref58">58</xref>], 2020</td>
                <td colspan="2">To determine the efficacy of immersive virtual environments and wearable haptic devices</td>
                <td colspan="2">8 children with CP or developmental dyspraxia</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearable (haptic device for the fingertip) and VR headsets (Oculus Rift VK2) System: collecting coins in a VR environment and placing them in a moving piggy bank. Slide a token out of a virtual labyrinth with the finger. Difficulty changes with time.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Choi et al [<xref ref-type="bibr" rid="ref59">59</xref>], 2021</td>
                <td colspan="2">To investigate the efficacy of a VR rehabilitation system of wearable multi-inertial sensors for upper limb</td>
                <td colspan="2">80 children, aged 3-16 years with brain injury including CP</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearable (Neofect Smart Kids) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: games with activities of daily living promoting wrist and forearm articular movements using wearable inertial sensors.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Cifuentes-Zapien et al [<xref ref-type="bibr" rid="ref60">60</xref>], 2011</td>
                <td colspan="2">To study if a video game can be used as an interface for a robot for the rehabilitation of the pronation and supination movements of children with CP</td>
                <td colspan="2">1 healthy right-handed child aged 11 years.</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computers (PC) and robotics (robotic arm).</p>
                    </list-item>
                    <list-item>
                      <p>System: a PC video game developed for an upper limb rehabilitation robot for children with CP. The video game simulates a formula one race car on a racetrack. The car’s horizontal position is controlled by the pronation and supination motions.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Crisco et al [<xref ref-type="bibr" rid="ref61">61</xref>], 2015</td>
                <td colspan="2">Evaluate play activity recorded by the controller for 2 toys and 3 computer games.</td>
                <td colspan="2">20 children aged 5-11 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: controller (arm and elbow remote), smart tangibles (smart toy: car and dog), and computers (PC).</p>
                    </list-item>
                    <list-item>
                      <p>System: a specially designed arm and elbow remote controller was used to interface wirelessly with 2 smart toys.</p>
                    </list-item>
                    <list-item>
                      <p>System: A specially designed arm and elbow remote controller was used to interface wirelessly with 3 video games.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Crisco et al [<xref ref-type="bibr" rid="ref62">62</xref>], 2015</td>
                <td colspan="2">To develop and evaluate the measurement accuracy of innovative, motion-specific play controllers that are engaging rehabilitative devices for enhancing therapy and promoting neural plasticity and functional recovery in children with CP</td>
                <td colspan="2">6 typically developed children (3 male participants and 3 female participants aged 5-11 years)</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: controller (arm and elbow remote) and smart tangibles (smart toy: car)</p>
                    </list-item>
                    <list-item>
                      <p>System: the play arm and elbow remote controller was designed with a conformable, ergonomic handle to accommodate varying levels of contractures among children with CP and control a car.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Dunne et al [<xref ref-type="bibr" rid="ref63">63</xref>], 2010</td>
                <td colspan="2">To describe the hardware platform, present the design objectives derived from iterative design phases and meetings with clinical personnel, and discuss the current game designs and identify areas of future work</td>
                <td colspan="2">Expert clinicians on CP</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearables (accelerometer) and smart tangibles (multitouch display, tangible objects).</p>
                    </list-item>
                    <list-item>
                      <p>System: 3 games played (Find the bone, Spelling, and Catch the butterflies); the tangible objects control the game in a multitouch display. An accelerometer measures body changes and modifies the game, for example, butterflies fly off the jar.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Fu et al [<xref ref-type="bibr" rid="ref64">64</xref>], 2020</td>
                <td colspan="2">To determine if children could tolerate 9 laboratory treatment sessions and administer up to 7.5 h/wk of CCFES<sup>j</sup> video game therapy at home</td>
                <td colspan="2">3 children aged 8-11 years with hand hemiplegia</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computer, wearables (arm sensors and electrical stimulation electrodes)</p>
                    </list-item>
                    <list-item>
                      <p>System: 4 video games (Paddle Ball, Sound Tracker, Skee-Ball, and Marble Maze)</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Hernandez et al [<xref ref-type="bibr" rid="ref65">65</xref>], 2021</td>
                <td colspan="2">To explore the effectiveness of interactive computer play with haptic feedback</td>
                <td colspan="2">13 children with CP, aged 7-16 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: controllers (Novint Falcon and Custom levers) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: 4 commercial video games to train wrist movement: Crazy Rider, Swooop, Funky Karts, and Lil Mads and the Gold Skull. 5 video games to train elbow and shoulder movement: Looney Tunes Dash, Heroes of Loot, Bird Brawl, Pac-Man, and Save the Day.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Minh et al [<xref ref-type="bibr" rid="ref66">66</xref>], 2021</td>
                <td colspan="2">To test a design of 2 interactive toys and an open game</td>
                <td colspan="2">4 children with CP, aged 2-3 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: computers and smart tangibles (smart toys)</p>
                    </list-item>
                    <list-item>
                      <p>System: a stuffed stick toy with a 6-DOF inertial measurement unit (IMU) and force sensor–incorporated gloves to squeeze a ball used to play “Catch the worms in the garden”</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Mirich et al [<xref ref-type="bibr" rid="ref67">67</xref>], 2021</td>
                <td colspan="2">To assess the efficacy of VR rehabilitation</td>
                <td colspan="2">1 child aged 4 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearables (Neofect Smart Kids) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: a functional activity game with different activities such as turn pages, painting, wiping a table, and playing ping pong selected based on the needs of the patient</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Mittag et al [<xref ref-type="bibr" rid="ref68">68</xref>], 2020</td>
                <td colspan="2">To present the design and implementation of a tangible device for hand training</td>
                <td colspan="2">N/A</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearables (arm sensors) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: a video game controlled by the sensors and interactions with the tangible controller.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Parmar et al [<xref ref-type="bibr" rid="ref69">69</xref>], 2021</td>
                <td colspan="2">To improve rehabilitation programs for children and adults with neurodevelopmental disorders in a game-based telerehabilitation.</td>
                <td colspan="2">6 children with CP; 10 adults recovering from a stroke</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearables (motion therapy mouse) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: the motion mouse is attached to different objects such as a ball, to control movement in a commercial video game (Big Fish Game).</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Peper et al [<xref ref-type="bibr" rid="ref70">70</xref>], 2013</td>
                <td colspan="2">To examine the potential effects of the training on bimanual coordination and identify if the training had beneficial effects on the affected arm’s performance</td>
                <td colspan="2">6 children with CP aged 7-12 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: controller (custom levers) and computers (laptop)</p>
                    </list-item>
                    <list-item>
                      <p>System: 2 horizontal levers, a laptop computer, and an additional monitor. Left-hand movements produce vertical displacements, and right-hand movements produce horizontal displacements.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Preston et al [<xref ref-type="bibr" rid="ref71">71</xref>], 2016</td>
                <td colspan="2">To study the feasibility of using computer-assisted arm rehabilitation computer games in schools, their preference for single player or dual player mode, and changes in arm activity and kinematics</td>
                <td colspan="2">9 boys and 2 girls with CP aged 6-12 years; mean age 9 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: robotics (robotic arm) and computers (PC)</p>
                    </list-item>
                    <list-item>
                      <p>System: an assistive robotic arm connected to a computer with cooperative and competitive games</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Psychouli et al [<xref ref-type="bibr" rid="ref72">72</xref>], 2017</td>
                <td colspan="2">To propose a system that can enhance children’s motivation during the implementation of a CIMT<sup>k</sup> session and that could explore differences in compliance rates, motivation levels, and intervention feasibility</td>
                <td colspan="2">Non-CP children and 3 groups of CP children (CIMT, RT<sup>l</sup>, and CIMT+RT), aged 5-11 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearables (arm sensors) and smart tangibles (smart toys)</p>
                    </list-item>
                    <list-item>
                      <p>System: arm and hand with sensors (accelerometer, magnetometer, gyroscope for upper and lower arm, and flex sensors on the wrist and fingers) that control the 4-wheeled robotic vehicle (DFRobot Cherokee)</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Sabry et al [<xref ref-type="bibr" rid="ref73">73</xref>], 2020</td>
                <td colspan="2">To develop a low-cost VR rehabilitation system with a data glove and virtual games</td>
                <td colspan="2">8 children with CP, aged 5-12 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearables (data glove) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: a data glove is used to play video games: “Grasp the ball”</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Stroppini et al [<xref ref-type="bibr" rid="ref74">74</xref>], 2022</td>
                <td colspan="2">To determine the feasibility and efficacy of the MusicGlove to motivate hand function</td>
                <td colspan="2">3 children with hemiparetic CP, aged 6-17 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: wearables (MusicGlove) and computers</p>
                    </list-item>
                    <list-item>
                      <p>System: a video game is controlled with the glove. The patients tap their fingers to make musical notes according to the notes that show up on the screen.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>van Loon et al [<xref ref-type="bibr" rid="ref75">75</xref>], 2011</td>
                <td colspan="2">To test a set of video games, developed to loosen the coupling between the hands of children with CP</td>
                <td colspan="2">7 children with spastic unilateral CP, aged 7-12 years</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: controller (custom levers) and computer (PC) system: 3 computer games that challenged the participants to move their hands according to 6 different bimanual coordination patterns executed with custom levers.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
              <tr valign="top">
                <td>
                  <break/>
                </td>
                <td>Weightman et al [<xref ref-type="bibr" rid="ref76">76</xref>], 2011</td>
                <td colspan="2">To compare upper limb kinematics of children with CP using a passive rehabilitation joystick with adults and able-bodied children to better understand the design requirements of computer-based rehabilitation devices</td>
                <td colspan="2">9 adults (aged 23-30 years), 9 children (aged 7-9 years), and 7 children with CP (aged 5.5-7 years)</td>
                <td colspan="2">
                  <list list-type="bullet">
                    <list-item>
                      <p>Category: a controller (joystick) and computers (PC)</p>
                    </list-item>
                    <list-item>
                      <p>System: a computer game in which the child controlled a “spaceship” collecting “satellites” with the use of a joystick.</p>
                    </list-item>
                  </list>
                </td>
              </tr>
            </tbody>
          </table>
          <table-wrap-foot>
            <fn id="table1fn1">
              <p><sup>a</sup>IREX: immersive rehabilitation exercise.</p>
            </fn>
            <fn id="table1fn2">
              <p><sup>b</sup>CP: cerebral palsy.</p>
            </fn>
            <fn id="table1fn3">
              <p><sup>c</sup>RFID: radio frequency identification.</p>
            </fn>
            <fn id="table1fn4">
              <p><sup>d</sup>VR: virtual reality.</p>
            </fn>
            <fn id="table1fn5">
              <p><sup>e</sup>API: application programming interface.</p>
            </fn>
            <fn id="table1fn6">
              <p><sup>f</sup>N/A: not applicable.</p>
            </fn>
            <fn id="table1fn7">
              <p><sup>g</sup>JIA: juvenile idiopathic arthritis.</p>
            </fn>
            <fn id="table1fn8">
              <p><sup>h</sup>BPBI: brachial plexus birth injury.</p>
            </fn>
            <fn id="table1fn9">
              <p><sup>i</sup>GMFC: gross motor function classification.</p>
            </fn>
            <fn id="table1fn10">
              <p><sup>j</sup>CCFES: contralaterally controlled functional electrical stimulation.</p>
            </fn>
            <fn id="table1fn11">
              <p><sup>k</sup>CIMT: constraint-induced movement therapy.</p>
            </fn>
            <fn id="table1fn12">
              <p><sup>l</sup>RT: robot-assisted therapy.</p>
            </fn>
          </table-wrap-foot>
        </table-wrap>
        <fig id="figure2" position="float">
          <label>Figure 2</label>
          <caption>
            <p>Publications per year.</p>
          </caption>
          <graphic xlink:href="games_v11i1e44904_fig2.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
        </fig>
      </sec>
      <sec>
        <title>Innovative Assistive Technology</title>
        <p>The authors identified 2 ways to classify the innovative assistive technologies used in the analyzed studies: the original purpose of the technology and the type of hardware.</p>
        <sec>
          <title>Original Purpose of the Technology</title>
          <p>This first type of classification refers to therapeutic-specific technology, consumer technology, and the combination of therapeutic and consumer technology. <xref ref-type="table" rid="table1">Table 1</xref> shows the details of the studies per category. Therapeutic-specific technology was developed for the sole purpose of being used in hand therapy and has been used in 5 studies. An example of this type of technology is the immersive rehabilitation exercise, which is a video gesture control technology that allows patients to be immersed in a video game where users can exercise by interacting with the elements of the game [<xref ref-type="bibr" rid="ref25">25</xref>]. Consumer technology is a commercially available technology used in entertainment or other fields but that has been modified to be used in hand therapy, consumer technology was used in 29 studies. The authors of the included studies identified this type of technology as potentially beneficial and motivating because of its existing functionalities, interactions, familiarity, and lower costs [<xref ref-type="bibr" rid="ref54">54</xref>]. For example, Acar et al [<xref ref-type="bibr" rid="ref29">29</xref>] investigated the efficiency of Nintendo Wii games together with neurodevelopmental treatment in patients with CP. They analyzed “out-of-the-box” games, such as tennis, baseball, and boxing, focusing on the upper extremities. In addition to the observed improvements in speed and functional independence, the children perceived the use of the Nintendo Wii as a reward. The rest of the studies (20 in total) made use of a combination of therapeutic-specific technology and consumer technology; an example is presented in the studies by Golomb et al [<xref ref-type="bibr" rid="ref38">38</xref>,<xref ref-type="bibr" rid="ref39">39</xref>], where custom games were developed to be used with the PlayStation 3 console (consumer technology) in combination with the 5DT Ultra sensing glove (therapeutic-specific technology). The games encouraged hand movements such as opening and closing or thumb extension; speed was also trained by challenging the player to chase a butterfly by flexing or extending the fingers rapidly.</p>
        </sec>
        <sec>
          <title>Types of Hardware</title>
          <p>This second type of classification refers to a more general category of hardware or technologies, such as VR headsets, game consoles, wearables, motion sensing, controllers, smart tangibles, and robotics (<xref ref-type="table" rid="table2">Table 2</xref>). When analyzing the types of hardware, it was found that the most common technologies used were computers (32/54, 59%), as they were often used to deploy a video game and to connect with other types of technology. Wearables were one of the most used technologies (19/54, 35%); wearables are continuously in close contact with the body to capture the movement of the hand or arm while they can provide direct haptic feedback. Some of these technologies include gloves such as 5DT Ultra sensing gloves, the Neofect Smart Kids, the Data glove, and the Music glove. Smart tangibles were used in 15 studies, including smart toys such as the TagTile, a device similar to an electronic board game [<xref ref-type="bibr" rid="ref27">27</xref>], and the dancing dinosaur Pleo! Dance! [<xref ref-type="bibr" rid="ref41">41</xref>]. Motion-sensing technology was also frequently used (14/54, 25%); a device that belongs to this category is the Kinect, which was used in the studies by Hung et al [<xref ref-type="bibr" rid="ref44">44</xref>], Kottink et al [<xref ref-type="bibr" rid="ref46">46</xref>], and Zoccolillo et al [<xref ref-type="bibr" rid="ref56">56</xref>] because of its ability to capture the upper extremities and movements of the users from a distance. Another widely used type of hardware was controllers (11/54, 11%), for example, the Novint Falcon, a haptic device that acts as a controller similar to a computer mouse but with a shape that allows for higher degrees of freedom. This device, which allows for resistive force feedback on the spastic hand, was used by Elsaeh et al [<xref ref-type="bibr" rid="ref35">35</xref>] and Hernández et al, [<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref65">65</xref>], where limitations of movements and direction are adapted to the interactions needed in the virtual games used and the possibilities of the spastic hand. The full list of types of hardware used in the studies can be found in the <xref ref-type="supplementary-material" rid="app3">Multimedia Appendix 3</xref> [<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]. Some studies focused on using only one type of innovative assistive technology. In contrast, most studies (43/54, 80%) used a combination of ≥1 type, such as PCs with robotic arms [<xref ref-type="bibr" rid="ref60">60</xref>], smart toys with an arm and elbow remote controller and a PC [<xref ref-type="bibr" rid="ref61">61</xref>], wearables and smart tangibles [<xref ref-type="bibr" rid="ref63">63</xref>], and custom levers with a PC [<xref ref-type="bibr" rid="ref75">75</xref>]. The complete list of studies that used a combination of different types of hardware is provided in <xref ref-type="supplementary-material" rid="app4">Multimedia Appendix 4</xref> [<xref ref-type="bibr" rid="ref27">27</xref>,<xref ref-type="bibr" rid="ref30">30</xref>,<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref35">35</xref>-<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref46">46</xref>-<xref ref-type="bibr" rid="ref76">76</xref>].</p>
          <table-wrap position="float" id="table2">
            <label>Table 2</label>
            <caption>
              <p>Technology classification based on type of hardware.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="30"/>
              <col width="650"/>
              <col width="320"/>
              <thead>
                <tr valign="top">
                  <td colspan="2">Type of hardware and name</td>
                  <td>Value, n (%)</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td colspan="3">
                    <bold>Computers (n=32)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>PC</td>
                  <td>26 (81)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Laptop</td>
                  <td>4 (17)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Tablet</td>
                  <td>2 (6)</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <bold>Controllers (n=11)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Custom levers</td>
                  <td>3 (27)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Geomagic Touch</td>
                  <td>1 (9)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Joystick</td>
                  <td>2 (18)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Motion Therapy mouse</td>
                  <td>1 (9)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Novint Falcon</td>
                  <td>3 (27)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Wii Nunchuk</td>
                  <td>1 (9)</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <bold>Game consoles (n=11)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Nintendo Wii</td>
                  <td>6 (55)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>PlayStation</td>
                  <td>4 (36)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Xbox</td>
                  <td>1 (9)</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <bold>Motion sensing (n=14)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>EyeToy</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>HTC Vive trackers</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>IREX<sup>a</sup></td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Kinect</td>
                  <td>6 (43)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Leap Motion</td>
                  <td>5 (36)</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <bold>Robotics (n=2)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Robotic arm</td>
                  <td>2 (100)</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <bold>Smart tangibles (n=15)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Interactive Story Box</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Lego Mindstorms NXT</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Multitouch display</td>
                  <td>2 (13)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Pleo!</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>PhysiTable</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Ride-on-toy</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Smart blocks</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Smart toys</td>
                  <td>5 (33)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>TagTiles</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Tangible objects</td>
                  <td>1 (7)</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <bold>VR<sup>b</sup> headsets (n=2)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Oculus Rift</td>
                  <td>2 (100)</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <bold>Wearables (n=19)</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>5DT sensing gloves</td>
                  <td>2 (10)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Accelerometer</td>
                  <td>1 (5)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Arm and elbow remote</td>
                  <td>2 (10)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Arm sensors</td>
                  <td>4 (21)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Electrical stimulation electrodes</td>
                  <td>1 (5)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Data glove</td>
                  <td>1 (5)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Mindwave</td>
                  <td>2 (10)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Music glove</td>
                  <td>1 (5)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>MYO Armband</td>
                  <td>2 (10)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Neofect Smart Kids</td>
                  <td>2 (10)</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Polhemus Liberty</td>
                  <td>1 (5)</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table2fn1">
                <p><sup>a</sup>IREX: immersive rehabilitation exercise.</p>
              </fn>
              <fn id="table2fn2">
                <p><sup>b</sup>VR: virtual reality.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
      </sec>
      <sec>
        <title>Lenses of Play</title>
        <sec>
          <title>Overview</title>
          <p>Bekker et al [<xref ref-type="bibr" rid="ref11">11</xref>] defined the Lenses of Play as a toolkit that includes different perspectives on play that can inform design decisions throughout the design process. Initially, 4 lenses were defined: <italic>Open-ended Play</italic>, <italic>Forms of Play</italic>, <italic>Stages of playful interactions</italic>, and <italic>Playful experiences</italic>. In a later publication, Bekker et al [<xref ref-type="bibr" rid="ref77">77</xref>] introduced a fifth lens, <italic>Emergence</italic>, which relates to the system’s perspective and how it can provide meaningful interactions. This analysis focuses on the <italic>Open-ended Play</italic>, <italic>Forms of Play</italic>, and <italic>Playful experiences</italic> (<xref rid="figure3" ref-type="fig">Figure 3</xref>) lenses, and the <italic>Stages of playful interactions</italic> and <italic>Emergence</italic> lenses have been omitted because little information was provided about these aspects of play in the studies included in this review. It was possible to identify the playful elements used in the proposed interventions for the other lenses (<xref ref-type="table" rid="table3">Table 3</xref>).</p>
          <fig id="figure3" position="float">
            <label>Figure 3</label>
            <caption>
              <p>Lenses of Play; the size of the circles represents the frequency of use of the play element in the publications.</p>
            </caption>
            <graphic xlink:href="games_v11i1e44904_fig3.png" alt-version="no" mimetype="image" position="float" xlink:type="simple"/>
          </fig>
          <table-wrap position="float" id="table3">
            <label>Table 3</label>
            <caption>
              <p>Summary of analyzed studies by Lenses of Play.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="30"/>
              <col width="260"/>
              <col width="0"/>
              <col width="160"/>
              <col width="0"/>
              <col width="280"/>
              <col width="0"/>
              <col width="270"/>
              <thead>
                <tr valign="top">
                  <td colspan="3">Lens and play element</td>
                  <td colspan="5">Categories</td>
                </tr>
                <tr valign="top">
                  <td colspan="3">
                    <break/>
                  </td>
                  <td colspan="2">Therapeutic-specific technology</td>
                  <td colspan="2">Consumer technology</td>
                  <td>Therapeutic and consumer technology</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td colspan="8">
                    <bold>Open-ended Play</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Improvisation</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>,<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref62">62</xref>,<xref ref-type="bibr" rid="ref67">67</xref>,<xref ref-type="bibr" rid="ref72">72</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Structure</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref25">25</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>-<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref63">63</xref>-<xref ref-type="bibr" rid="ref71">71</xref>,<xref ref-type="bibr" rid="ref73">73</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Goals and rules</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref25">25</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>-<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>,<xref ref-type="bibr" rid="ref58">58</xref>,<xref ref-type="bibr" rid="ref60">60</xref>-<xref ref-type="bibr" rid="ref65">65</xref>,<xref ref-type="bibr" rid="ref67">67</xref>-<xref ref-type="bibr" rid="ref71">71</xref>,<xref ref-type="bibr" rid="ref73">73</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Meaning</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref52">52</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref72">72</xref>]</td>
                </tr>
                <tr valign="top">
                  <td colspan="8">
                    <bold>Forms of Play</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Constructive or creative play</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref74">74</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Pretend or sociodramatic play</td>
                  <td colspan="2">—<sup>a</sup></td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td colspan="2">—</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Physical or active play</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Games with rules</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref25">25</xref>-<xref ref-type="bibr" rid="ref27">27</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>-<xref ref-type="bibr" rid="ref52">52</xref>,<xref ref-type="bibr" rid="ref54">54</xref>-<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref63">63</xref>-<xref ref-type="bibr" rid="ref65">65</xref>,<xref ref-type="bibr" rid="ref68">68</xref>-<xref ref-type="bibr" rid="ref71">71</xref>,<xref ref-type="bibr" rid="ref73">73</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Games with invented rules</td>
                  <td colspan="2">—</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref62">62</xref>,<xref ref-type="bibr" rid="ref72">72</xref>]</td>
                </tr>
                <tr valign="top">
                  <td colspan="8">
                    <bold>Playful experiences</bold>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Captivation</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref52">52</xref>]</td>
                  <td colspan="2">
                    <break/>
                  </td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Challenge</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref25">25</xref>-<xref ref-type="bibr" rid="ref27">27</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref39">39</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>-<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref63">63</xref>,<xref ref-type="bibr" rid="ref64">64</xref>,<xref ref-type="bibr" rid="ref67">67</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Competition</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref27">27</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref34">34</xref>,<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref51">51</xref>,<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref55">55</xref>,<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref58">58</xref>,<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref63">63</xref>-<xref ref-type="bibr" rid="ref65">65</xref>,<xref ref-type="bibr" rid="ref67">67</xref>-<xref ref-type="bibr" rid="ref71">71</xref>,<xref ref-type="bibr" rid="ref74">74</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Completion</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref26">26</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref30">30</xref>,<xref ref-type="bibr" rid="ref31">31</xref>,<xref ref-type="bibr" rid="ref35">35</xref>-<xref ref-type="bibr" rid="ref37">37</xref>,<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref47">47</xref>,<xref ref-type="bibr" rid="ref49">49</xref>-<xref ref-type="bibr" rid="ref53">53</xref>,<xref ref-type="bibr" rid="ref55">55</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref59">59</xref>,<xref ref-type="bibr" rid="ref64">64</xref>-<xref ref-type="bibr" rid="ref67">67</xref>,<xref ref-type="bibr" rid="ref69">69</xref>,<xref ref-type="bibr" rid="ref71">71</xref>,<xref ref-type="bibr" rid="ref74">74</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Control</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>-<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>-<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref57">57</xref>-<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Discovery</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref62">62</xref>,<xref ref-type="bibr" rid="ref72">72</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Exploration</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref26">26</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref33">33</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>,<xref ref-type="bibr" rid="ref46">46</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref61">61</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Expression</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref24">24</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref43">43</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref72">72</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Fantasy</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref28">28</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>-<xref ref-type="bibr" rid="ref44">44</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref70">70</xref>,<xref ref-type="bibr" rid="ref76">76</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Fellowship</td>
                  <td colspan="2">—</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref53">53</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref71">71</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Nurture</td>
                  <td colspan="2">—</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref41">41</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref70">70</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Sensation</td>
                  <td colspan="2">—</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref42">42</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref58">58</xref>,<xref ref-type="bibr" rid="ref59">59</xref>,<xref ref-type="bibr" rid="ref72">72</xref>,<xref ref-type="bibr" rid="ref74">74</xref>]</td>
                </tr>
                <tr valign="top">
                  <td>
                    <break/>
                  </td>
                  <td>Simulation</td>
                  <td colspan="2">—</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref35">35</xref>,<xref ref-type="bibr" rid="ref40">40</xref>,<xref ref-type="bibr" rid="ref42">42</xref>,<xref ref-type="bibr" rid="ref44">44</xref>,<xref ref-type="bibr" rid="ref45">45</xref>,<xref ref-type="bibr" rid="ref48">48</xref>,<xref ref-type="bibr" rid="ref56">56</xref>]</td>
                  <td colspan="2">[<xref ref-type="bibr" rid="ref60">60</xref>,<xref ref-type="bibr" rid="ref63">63</xref>,<xref ref-type="bibr" rid="ref74">74</xref>]</td>
                </tr>
              </tbody>
            </table>
            <table-wrap-foot>
              <fn id="table3fn1">
                <p><sup>a</sup>No articles in this category make use of this play element.</p>
              </fn>
            </table-wrap-foot>
          </table-wrap>
        </sec>
        <sec>
          <title>Lens 1: Open-Ended Play</title>
          <p>According to Bekker et al [<xref ref-type="bibr" rid="ref11">11</xref>], “Open-ended play can be positioned somewhere between paidia and ludus.” In paidia or free play, there is no end goal; it is chaotic, and there is space for improvisation and spontaneity, allowing for expression, meaning, and playing for its sensation. At the same time, ludus refers to games with fixed rules, structure, end goals, and challenge or competition. The <italic>Open-ended Play</italic> lens refers to the 4 properties that characterize paidia and ludus: improvisation, structure, goals and rules, and meaning, as defined by de Valk et al [<xref ref-type="bibr" rid="ref78">78</xref>]. Players can create their own game during <italic>improvisation</italic> without preparation, whereas <italic>structure</italic> leaves little room for chaos or spontaneity in a game. If <italic>goals and rules</italic> have been defined, the game will have a finite status with a fixed process. Finally, players can add <italic>meaning</italic> to the interaction possibilities that the designers have established.</p>
          <p>As shown in <xref ref-type="table" rid="table3">Table 3</xref>, most interventions presented in the articles have characteristics that refer to ludus, a structured form of play (49/54, 90%) with defined goals and rules (48/54, 88%). In contrast, elements that refer to paidia, such as improvisation (8/54, 15%) and meaning (6/54, 11%), were found in fewer studies. For example, Dunne et al [<xref ref-type="bibr" rid="ref63">63</xref>] used 3 video games—Find the bone, Spelling, and Catch the butterflies—on a multitouch screen where tangible objects are used to play the games. An accelerometer measures body changes that indicate changes in inclination and use of compensatory movements. Changes in body posture modify the game, for example, butterflies fly off the jar. The 3 games have a clear structure and set of rules (ludus) that the player must comply with to reach a goal, such as catching all the butterflies inside a jar.</p>
          <p>In contrast, Crisco et al [<xref ref-type="bibr" rid="ref61">61</xref>] proposed a system where a robotic car and a robotic dog were controlled using a play controller. Children can play with the toys by performing different wrist motions in this system. There is no set of rules (paidia) besides the type of movements the controller allows. The interaction with the toys is not fixed and can rapidly change according to the children’s interests (improvisation and meaning).</p>
        </sec>
        <sec>
          <title>Lens 2: Forms of Play</title>
          <p>This lens refers to children’s development of skills through different forms of play. There are 4 primary forms of play according to Bekker et al [<xref ref-type="bibr" rid="ref11">11</xref>]; a description of the forms is provided in <xref ref-type="table" rid="table4">Table 4</xref>. All the analyzed papers refer to an intervention with a physical or active form of play as they all aim to provide physical therapy for the players. Most interventions also presented games with rules (45/54, 83%); the only interventions that did not have games with rules were those that had more of an open-play approach assisted with a toy for example [<xref ref-type="bibr" rid="ref24">24</xref>,<xref ref-type="bibr" rid="ref28">28</xref>,<xref ref-type="bibr" rid="ref41">41</xref>,<xref ref-type="bibr" rid="ref61">61</xref>,<xref ref-type="bibr" rid="ref62">62</xref>]. The intervention proposed by Gregory et al [<xref ref-type="bibr" rid="ref41">41</xref>] contains 3 forms of play, constructive or creative play, pretend or sociodramatic play, and physical active play, where the player interacts with Pleo! Dance! the dinosaur and teaches it to dance using a remote control.</p>
          <table-wrap position="float" id="table4">
            <label>Table 4</label>
            <caption>
              <p>Properties of Play Lens 2: Forms of Play.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="330"/>
              <col width="670"/>
              <thead>
                <tr valign="top">
                  <td>Forms of play</td>
                  <td>Description [<xref ref-type="bibr" rid="ref11">11</xref>]</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Constructive or creative play</td>
                  <td>Creating and constructing something from objects.</td>
                </tr>
                <tr valign="top">
                  <td>Pretend or sociodramatic play</td>
                  <td>Acting out roles, often using toys and props.</td>
                </tr>
                <tr valign="top">
                  <td>Physical or active play</td>
                  <td>Sensory motor play with objects. In preschool years, this may involve rough-and-tumble play. Older children engage in play with a more vigorous component to test strengths and skills.</td>
                </tr>
                <tr valign="top">
                  <td>Games with rules</td>
                  <td>Playing games in social groups with fixed predetermined rules</td>
                </tr>
                <tr valign="top">
                  <td>Games with invented rules</td>
                  <td>Playing games with modified or rule sets invented</td>
                </tr>
              </tbody>
            </table>
          </table-wrap>
        </sec>
        <sec>
          <title>Lens 4: Playful Experiences</title>
          <p>According to the Play Lens 4: <italic>Playful experiences</italic>, there are 20 different types of playful experiences: captivation, challenge, competition, completion, control, discovery, eroticism, exploration, expression, fantasy, fellowship, nurture, relaxation, sadism, sensation, simulation, subversion, suffering, sympathy, and thrill. We identified 13 out of the 20 playful experiences in the included studies, as described in <xref ref-type="table" rid="table5">Table 5</xref>. Control was the most used playful experience (the complete summary can be seen in <xref ref-type="table" rid="table3">Table 3</xref>). Control could be found in interventions that relied on structure and rules and in those with a more open-play form. For example, the study by Gregory et al [<xref ref-type="bibr" rid="ref41">41</xref>] consisted of playing and teaching a dinosaur to dance, where playful experiences of captivation, control, exploration, expression, fantasy, and nurture could be found. At the same time, other interventions relied on more competitive (29/54, 54%) and challenging (45/54, 83%) experiences against avatars in the system, another player, or oneself, similar to those in Wii Sports [<xref ref-type="bibr" rid="ref9">9</xref>,<xref ref-type="bibr" rid="ref29">29</xref>,<xref ref-type="bibr" rid="ref30">30</xref>,<xref ref-type="bibr" rid="ref32">32</xref>,<xref ref-type="bibr" rid="ref34">34</xref>,<xref ref-type="bibr" rid="ref45">45</xref>].</p>
          <table-wrap position="float" id="table5">
            <label>Table 5</label>
            <caption>
              <p>Properties of Play Lens 4: Playful experiences.</p>
            </caption>
            <table width="1000" cellpadding="5" cellspacing="0" border="1" rules="groups" frame="hsides">
              <col width="270"/>
              <col width="730"/>
              <thead>
                <tr valign="top">
                  <td>Type of Playful experiences</td>
                  <td>Description</td>
                </tr>
              </thead>
              <tbody>
                <tr valign="top">
                  <td>Captivation</td>
                  <td>Experience of forgetting one’s surroundings</td>
                </tr>
                <tr valign="top">
                  <td>Challenge</td>
                  <td>Experience of having to develop and exercise skills in a challenging situation</td>
                </tr>
                <tr valign="top">
                  <td>Competition</td>
                  <td>Experience of victory-oriented competition against oneself, opponent, or system</td>
                </tr>
                <tr valign="top">
                  <td>Completion</td>
                  <td>Experience of completion, finishing and closure, in relation to an earlier task or tension</td>
                </tr>
                <tr valign="top">
                  <td>Control</td>
                  <td>Experience power, mastery, control, or virtuosity</td>
                </tr>
                <tr valign="top">
                  <td>Discovery</td>
                  <td>Experience of discovering a new solution, place, or property</td>
                </tr>
                <tr valign="top">
                  <td>Exploration</td>
                  <td>Experience of exploring or investigating a world, affordance, puzzle, or situation</td>
                </tr>
                <tr valign="top">
                  <td>Expression</td>
                  <td>Experience of creating something or expressing oneself in a creative fashion</td>
                </tr>
                <tr valign="top">
                  <td>Fantasy</td>
                  <td>Experience of make-believe involving fantastical narratives, worlds, or characters</td>
                </tr>
                <tr valign="top">
                  <td>Fellowship</td>
                  <td>Experience of friendship, fellowship, communality, or intimacy</td>
                </tr>
                <tr valign="top">
                  <td>Nurture</td>
                  <td>Experience of nurturing, grooming or caretaking</td>
                </tr>
                <tr valign="top">
                  <td>Sensation</td>
                  <td>Meaningful sensory experience</td>
                </tr>
                <tr valign="top">
                  <td>Simulation</td>
                  <td>Experience of perceiving a representation of everyday life</td>
                </tr>
              </tbody>
            </table>
          </table-wrap>
        </sec>
      </sec>
    </sec>
    <sec sec-type="discussion">
      <title>Discussion</title>
      <sec>
        <title>Principal Findings</title>
        <p>This scoping review aimed to provide an overview of the innovative technologies used in hand therapies for children with CP and to identify the playful elements used in such interventions. The 54 analyzed studies showed that therapists and researchers are investigating a broad diversity of technology combined with play to make therapy more pleasant, engaging, and effective for children and to overcome some of the challenges and needs encountered in hand therapy such as the lack of personalization; monitoring of progress; high cost of devices; and the need for tailored feedback, increased adherence, and motivation.</p>
        <p>The results of this study show high use of consumer technologies such as the Nintendo Wii, PlayStation, Leap Motion, and several smart toys, to name a few, as a response to the need for financially accessible technology for therapy. This can help lower the therapy costs while allowing to practice in different contexts, such as at home or at school. In addition, considering the familiarity and interest children already have with these types of technology, they could be more easily accepted and adopted. Another important finding was the variety of technologies used; we identified at least 41 different devices. These devices come with a diversity of characteristics such as motion tracking (Kinect, Leap Motion, immersive rehabilitation exercise, etc) and haptic feedback (smart tangibles, TagTiles, Geomagic Touch, controllers, etc) or can be more general support systems (PC, laptop, and game consoles) that can easily be used to deploy a video game. Interestingly, 80% (43/54) of the studies used a combination of hardware; for example, de Oliveira et al [<xref ref-type="bibr" rid="ref33">33</xref>] used Leap Motion in combination with Mindwave and custom software developed for the explicit purpose of therapy. The combination of commercial and custom hardware brings together the strengths of a robust technology that requires low technical support and can be used at home without extensive financial burden, with the requirements that specific treatments can bring.</p>
        <p>From our analysis of play elements, we see different approaches to how play has been implemented and the type of technology used to enhance motivation and adherence: via video games, where the participants had to execute an action with their hands to advance in the game, and via toys or other types of tangible devices that allowed for a more open form of interaction to engage the user while performing the exercises. The findings show that under Play Lens 1: <italic>Open-end Play</italic>, “structure” and “games and rules” were most used in video games. The opposite can be observed in games with toy-like tangibles such as Pleo [<xref ref-type="bibr" rid="ref41">41</xref>], TagTiles [<xref ref-type="bibr" rid="ref27">27</xref>], Lego Mindstorm [<xref ref-type="bibr" rid="ref43">43</xref>], and PhysiTable [<xref ref-type="bibr" rid="ref26">26</xref>], which allow for a more open-play approach, where there is a structure of the game in terms of narrative. Yet, there is plenty of space for the players to explore and create their own rules, adding space for improvisation and meaning. Although not all the studies reported on motivation and improvement of skills, those that did showed that play has a vital role in motivating children to do their therapy while helping them improve their motor skills. This further supports the idea that <italic>play</italic> is a valuable factor in therapy because it appeals to children. Once they are in a state of flow or immersion in the game, they can perform different hand movements with repetition without becoming burdensome. Moreover, they can share their experience and create bonds through play with other children and family members.</p>
        <p>One anticipated finding was that all the studies fit into the Play Lens 2: <italic>Form of Play</italic>, “physical or active play,” which refers to sensory motor play with objects and the test of strength and skills, which is paramount in physical therapy. Furthermore, there should be a flexibility in this “physical or active play” to be personalized to the skill level of children with CP and the use of technology can provide this personalization through the use of sensors and intelligent systems. The other <italic>Form of Play</italic> that was identified the most was “games with rules,” where participants often encounter a predefined goal and a clear set of rules that they had to comply with to play the game. Control (54/54, 100%) and challenge (45/54, 83%) were the most commonly used Play Lens 4: <italic>Playful experiences</italic>. They are often characteristics of video games and are also found in traditional therapy with toys guided by a therapist. The commonality of these approaches is that the participant had to accomplish a task by controlling an object in the virtual environment or a physical object. This control was strongly linked with the exercise that had to be performed with the spastic hand. In the case of therapy at home, it is challenging to achieve the guidance that therapists provide, but the use of technology can help solve this problem [<xref ref-type="bibr" rid="ref31">31</xref>].</p>
      </sec>
      <sec>
        <title>Design New Therapies Supported by Innovative Technology and Play</title>
        <p>From this analysis, we cannot draw strict conclusions regarding the impact of using one technology over another. We are also left with questions on how best to use open play or games with goals (Play Lens 1) and how to choose a specific play experience (Play Lens 4). Nonetheless, the playful elements and technology inventory gathered here can be a starting point for designers, researchers, and clinicians who wish to develop new interventions for children with CP. Researchers and designers should first be aware of the consequences and affordances of using one specific technology and the type of play they want to provide with the intervention. The analyzed interventions present toys and video games that offer different types of play and play experiences with their advantages and disadvantages. Although commercially available video games can be easier to develop and access, they might not fit the child’s specific level of disability.</p>
        <p>In some cases, combining such technology with specialized software can provide better training. In contrast, toys can provide haptic feedback, allow object manipulation with both hands, and provide more freedom in the type of play, giving room for creativity. When designing new interventions, it is essential to consider certain aspects such as the type of play experience, level of challenge, competition, and physical activity. This kind of play experience could be games with rules or open play. The level of challenge should not frustrate the child but keep them motivated. With competition, we can provide the possibility to compete against themselves or someone else.</p>
        <p>Further research can include comparing the effectiveness of different play strategies (for motivation and improvement of motor skills) and designing new interventions that use smart toys or other physical and digital play tangibles to broaden the knowledge base. Another interesting area of focus would be to study in more depth how hand therapy for children with CP can benefit from using new technologies, including artificial intelligence. The possibilities of using artificial intelligence in this area are broad; four examples are as follows: (1) the application of artificial intelligence for personalization (tailored to the skills of the user), (2) adaptive play complexity (changing complexity depending on the progress made in therapy or skills), (3) balanced play (the skills of different participants are leveled out), and (4) the use of data to help the therapists and caregivers to provide adequate support to the patients or create competition within a community to develop a shared experience. Many opportunities can make the experience of hand therapy more entertaining for children, and the combination of technology and play is a direction that can help achieve this.</p>
      </sec>
      <sec>
        <title>Strengths and Limitations</title>
        <p>This paper provides a comprehensive review of the current state of hand therapy for children with CP, with a focus on the use of innovative technologies and playful elements. With this review, we have synthesized a wide range of the literature and identified key technologies and approaches in the field. We are also proposing a novel approach by including the Lenses of Play to analyze and understand the application of playful elements in technology-supported hand therapy. This framework provides a new perspective on play and offers a diverse set of elements that can inform the design of new therapies.</p>
        <p>We acknowledge that this scoping review has limitations, and first is the lack of details of the interventions. The Lenses of Play allowed us to examine the papers from different perspectives. However, because the main goal of the research papers was to study the effectiveness of the interventions or propose new types of interventions, they did not contain a complete description of all the features of the games or toys, their design process, and the play experience. This could have added bias because we relied on the limited information provided in the studies and on the experience and knowledge of our team and the publicly available information of some of the technologies. Another limitation is the lack of scientific publications on other games, toys, and commercially available technology that therapists include in their program. A further limitation is that we only included studies written in English, excluding studies published in other languages.</p>
      </sec>
      <sec>
        <title>Conclusions</title>
        <p>With this scoping review, we found that the role of play in the interventions that use innovative technologies in hand therapy for children with CP is to create an enjoyable activity for children that can also help them improve their motor skills. We have provided an overview of how and which technologies are available and which playful elements are part of the interventions. Currently, the field shows diverging strategies and a variety of playful experiences that are supported by technology. Whether via a video game or a toy, with rules and structure, or open play, repetition becomes fun and engaging. While playing, children enjoy the activity and forget that they are performing repetitive hand movements. Technology is an appealing medium to support play; it provides advantages such as measuring hand and arm movement and integrating them in the interaction with the games. In addition, it has functionalities for personalization according to the degree of spasticity of the child and their personal preferences. Technology can also provide feedback to guide the therapy and the game and improve the play experience while collecting valuable data for the therapists, the caregivers, and the children. The implementation of personalized and adaptive therapies in the home or school environment can help relieve the workload on the caregivers and rehabilitation centers. Together with play, innovative, assistive technologies provide an intrinsic incentive to exercise and continue with therapy.</p>
      </sec>
    </sec>
  </body>
  <back>
    <app-group>
      <supplementary-material id="app1">
        <label>Multimedia Appendix 1</label>
        <p>Search queries.</p>
        <media xlink:href="games_v11i1e44904_app1.docx" xlink:title="DOCX File , 13 KB"/>
      </supplementary-material>
      <supplementary-material id="app2">
        <label>Multimedia Appendix 2</label>
        <p>PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist.</p>
        <media xlink:href="games_v11i1e44904_app2.doc" xlink:title="DOC File , 50 KB"/>
      </supplementary-material>
      <supplementary-material id="app3">
        <label>Multimedia Appendix 3</label>
        <p>Types of hardware and studies.</p>
        <media xlink:href="games_v11i1e44904_app3.doc" xlink:title="DOC File , 491 KB"/>
      </supplementary-material>
      <supplementary-material id="app4">
        <label>Multimedia Appendix 4</label>
        <p>Studies that use a combination of different types of hardware.</p>
        <media xlink:href="games_v11i1e44904_app4.doc" xlink:title="DOC File , 208 KB"/>
      </supplementary-material>
    </app-group>
    <glossary>
      <title>Abbreviations</title>
      <def-list>
        <def-item>
          <term id="abb1">CP</term>
          <def>
            <p>cerebral palsy</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb2">PRISMA</term>
          <def>
            <p>Preferred Reporting Items for Systematic Reviews and Meta-Analyses</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb3">PRISMA-ScR</term>
          <def>
            <p>Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews</p>
          </def>
        </def-item>
        <def-item>
          <term id="abb4">VR</term>
          <def>
            <p>virtual reality</p>
          </def>
        </def-item>
      </def-list>
    </glossary>
    <ack>
      <p>This scoping review was funded by the University of Twente and the Amsterdam University of Applied Sciences.</p>
    </ack>
    <fn-group>
      <fn fn-type="conflict">
        <p>None declared.</p>
      </fn>
    </fn-group>
    <ref-list>
      <ref id="ref1">
        <label>1</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Novak</surname>
              <given-names>I</given-names>
            </name>
            <name name-style="western">
              <surname>McIntyre</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Morgan</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Campbell</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Dark</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Morton</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Stumbles</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Wilson</surname>
              <given-names>SA</given-names>
            </name>
            <name name-style="western">
              <surname>Goldsmith</surname>
              <given-names>S</given-names>
            </name>
          </person-group>
          <article-title>A systematic review of interventions for children with cerebral palsy: state of the evidence</article-title>
          <source>Dev Med Child Neurol</source>
          <year>2013</year>
          <month>10</month>
          <volume>55</volume>
          <issue>10</issue>
          <fpage>885</fpage>
          <lpage>910</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://onlinelibrary.wiley.com/doi/10.1111/dmcn.12246"/>
          </comment>
          <pub-id pub-id-type="doi">10.1111/dmcn.12246</pub-id>
          <pub-id pub-id-type="medline">23962350</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref2">
        <label>2</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Velasco</surname>
              <given-names>MA</given-names>
            </name>
            <name name-style="western">
              <surname>Valle</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Raya</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Clemotte</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Ceres</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Bueno</surname>
              <given-names>MG</given-names>
            </name>
            <name name-style="western">
              <surname>Rocon</surname>
              <given-names>E</given-names>
            </name>
          </person-group>
          <article-title>BiMU—inertial sensors and virtual reality games for the rehabilitation of the upper limb in cerebral palsy</article-title>
          <source>Proceedings of the 3rd International Conference on NeuroRehabilitation</source>
          <year>2017</year>
          <conf-name>ICNR '16</conf-name>
          <conf-date>October 18-21, 2016</conf-date>
          <conf-loc>Segovia, Spain</conf-loc>
          <fpage>1067</fpage>
          <lpage>71</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://link.springer.com/chapter/10.1007/978-3-319-46669-9_173"/>
          </comment>
          <pub-id pub-id-type="doi">10.1007/978-3-319-46669-9_173</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref3">
        <label>3</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Levanon</surname>
              <given-names>Y</given-names>
            </name>
          </person-group>
          <article-title>The advantages and disadvantages of using high technology in hand rehabilitation</article-title>
          <source>J Hand Ther</source>
          <year>2013</year>
          <month>4</month>
          <volume>26</volume>
          <issue>2</issue>
          <fpage>179</fpage>
          <lpage>83</lpage>
          <pub-id pub-id-type="doi">10.1016/j.jht.2013.02.002</pub-id>
          <pub-id pub-id-type="medline">23598084</pub-id>
          <pub-id pub-id-type="pii">S0894-1130(13)00024-0</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref4">
        <label>4</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Rodger</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Ziviani</surname>
              <given-names>J</given-names>
            </name>
          </person-group>
          <article-title>Play-based occupational therapy</article-title>
          <source>Intl J Disabil Dev Educ</source>
          <year>1999</year>
          <month>09</month>
          <volume>46</volume>
          <issue>3</issue>
          <fpage>337</fpage>
          <lpage>65</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.tandfonline.com/doi/abs/10.1080/103491299100542"/>
          </comment>
          <pub-id pub-id-type="doi">10.1080/103491299100542</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref5">
        <label>5</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Aarts</surname>
              <given-names>PB</given-names>
            </name>
            <name name-style="western">
              <surname>van Hartingsveldt</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Anderson</surname>
              <given-names>PG</given-names>
            </name>
            <name name-style="western">
              <surname>van den Tillaar</surname>
              <given-names>I</given-names>
            </name>
            <name name-style="western">
              <surname>van der Burg</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Geurts</surname>
              <given-names>AC</given-names>
            </name>
          </person-group>
          <article-title>The Pirate group intervention protocol: description and a case report of a modified constraint-induced movement therapy combined with bimanual training for young children with unilateral spastic cerebral palsy</article-title>
          <source>Occup Ther Int</source>
          <year>2012</year>
          <month>06</month>
          <day>12</day>
          <volume>19</volume>
          <issue>2</issue>
          <fpage>76</fpage>
          <lpage>87</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://doi.org/10.1002/oti.321"/>
          </comment>
          <pub-id pub-id-type="doi">10.1002/oti.321</pub-id>
          <pub-id pub-id-type="medline">21751275</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref6">
        <label>6</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Reid</surname>
              <given-names>D</given-names>
            </name>
          </person-group>
          <article-title>The influence of virtual reality on playfulness in children with cerebral palsy: a pilot study</article-title>
          <source>Occup Ther Int</source>
          <year>2004</year>
          <month>08</month>
          <volume>11</volume>
          <issue>3</issue>
          <fpage>131</fpage>
          <lpage>44</lpage>
          <pub-id pub-id-type="doi">10.1002/oti.202</pub-id>
          <pub-id pub-id-type="medline">15297894</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref7">
        <label>7</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Pereira</surname>
              <given-names>MF</given-names>
            </name>
            <name name-style="western">
              <surname>Prahm</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Kolbenschlag</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Oliveira</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Rodrigues</surname>
              <given-names>NF</given-names>
            </name>
          </person-group>
          <article-title>Application of AR and VR in hand rehabilitation: a systematic review</article-title>
          <source>J Biomed Inform</source>
          <year>2020</year>
          <month>11</month>
          <volume>111</volume>
          <fpage>103584</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://linkinghub.elsevier.com/retrieve/pii/S1532-0464(20)30213-6"/>
          </comment>
          <pub-id pub-id-type="doi">10.1016/j.jbi.2020.103584</pub-id>
          <pub-id pub-id-type="medline">33011296</pub-id>
          <pub-id pub-id-type="pii">S1532-0464(20)30213-6</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref8">
        <label>8</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Koutsiana</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Ladakis</surname>
              <given-names>I</given-names>
            </name>
            <name name-style="western">
              <surname>Fotopoulos</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Chytas</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Kilintzis</surname>
              <given-names>V</given-names>
            </name>
            <name name-style="western">
              <surname>Chouvarda</surname>
              <given-names>I</given-names>
            </name>
          </person-group>
          <article-title>Serious gaming technology in upper extremity rehabilitation: scoping review</article-title>
          <source>JMIR Serious Games</source>
          <year>2020</year>
          <month>12</month>
          <day>11</day>
          <volume>8</volume>
          <issue>4</issue>
          <fpage>e19071</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://games.jmir.org/2020/4/e19071/"/>
          </comment>
          <pub-id pub-id-type="doi">10.2196/19071</pub-id>
          <pub-id pub-id-type="medline">33306029</pub-id>
          <pub-id pub-id-type="pii">v8i4e19071</pub-id>
          <pub-id pub-id-type="pmcid">PMC7762690</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref9">
        <label>9</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Winkels</surname>
              <given-names>DG</given-names>
            </name>
            <name name-style="western">
              <surname>Kottink</surname>
              <given-names>AI</given-names>
            </name>
            <name name-style="western">
              <surname>Temmink</surname>
              <given-names>RA</given-names>
            </name>
            <name name-style="western">
              <surname>Nijlant</surname>
              <given-names>JM</given-names>
            </name>
            <name name-style="western">
              <surname>Buurke</surname>
              <given-names>JH</given-names>
            </name>
          </person-group>
          <article-title>Wii™-habilitation of upper extremity function in children with cerebral palsy. An explorative study</article-title>
          <source>Dev Neurorehabil</source>
          <year>2013</year>
          <month>10</month>
          <day>03</day>
          <volume>16</volume>
          <issue>1</issue>
          <fpage>44</fpage>
          <lpage>51</lpage>
          <pub-id pub-id-type="doi">10.3109/17518423.2012.713401</pub-id>
          <pub-id pub-id-type="medline">23030054</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref10">
        <label>10</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Ayed</surname>
              <given-names>I</given-names>
            </name>
            <name name-style="western">
              <surname>Ghazel</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Jaume-I-Capó</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Moyà-Alcover</surname>
              <given-names>G</given-names>
            </name>
            <name name-style="western">
              <surname>Varona</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Martínez-Bueso</surname>
              <given-names>P</given-names>
            </name>
          </person-group>
          <article-title>Vision-based serious games and virtual reality systems for motor rehabilitation: a review geared toward a research methodology</article-title>
          <source>Int J Med Inform</source>
          <year>2019</year>
          <month>11</month>
          <volume>131</volume>
          <fpage>103909</fpage>
          <pub-id pub-id-type="doi">10.1016/j.ijmedinf.2019.06.016</pub-id>
          <pub-id pub-id-type="medline">31557701</pub-id>
          <pub-id pub-id-type="pii">S1386-5056(18)31003-7</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref11">
        <label>11</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Bekker</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>de Valk</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Eggen</surname>
              <given-names>B</given-names>
            </name>
          </person-group>
          <article-title>A toolkit for designing playful interactions: the four lenses of play</article-title>
          <source>J Ambient Intell Smart Environ</source>
          <year>2014</year>
          <volume>6</volume>
          <issue>3</issue>
          <fpage>263</fpage>
          <lpage>76</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://content.iospress.com/articles/journal-of-ambient-intelligence-and-smart-environments/ais259"/>
          </comment>
          <pub-id pub-id-type="doi">10.3233/ais-140259</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref12">
        <label>12</label>
        <nlm-citation citation-type="web">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Almahmoud</surname>
              <given-names>J</given-names>
            </name>
          </person-group>
          <article-title>Autonomous sensations: senses stimulating toy for autistic children</article-title>
          <source>Jumana - User Experience and Interaction Design</source>
          <access-date>2023-05-09</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://static1.squarespace.com/static/530a5d6be4b0a1097b351015/t/55e8ce54e4b059be118db874/1441320532826/Jumana-PAPER.pdf">https://static1.squarespace.com/static/530a5d6be4b0a1097b351015/t/55e8ce54e4b059be118db874/1441320532826/Jumana-PAPER.pdf</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref13">
        <label>13</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Salah</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Schouten</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Göbel</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Arnrich</surname>
              <given-names>B</given-names>
            </name>
          </person-group>
          <article-title>Playful interactions and serious games</article-title>
          <source>J Ambient Intell Smart Environ</source>
          <year>2014</year>
          <volume>6</volume>
          <issue>3</issue>
          <fpage>259</fpage>
          <lpage>62</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://content.iospress.com/articles/journal-of-ambient-intelligence-and-smart-environments/ais261"/>
          </comment>
          <pub-id pub-id-type="doi">10.3233/ais-140261</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref14">
        <label>14</label>
        <nlm-citation citation-type="book">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Booth</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>Winstead</surname>
              <given-names>M</given-names>
            </name>
          </person-group>
          <person-group person-group-type="editor">
            <name name-style="western">
              <surname>O'Connor</surname>
              <given-names>KJ</given-names>
            </name>
          </person-group>
          <article-title>Theraplay®: creating secure and joyful attachment relationships</article-title>
          <source>Handbook of Play Therapy</source>
          <year>2015</year>
          <publisher-loc>Hoboken, NJ</publisher-loc>
          <publisher-name>John Wiley &#38; Sons</publisher-name>
          <fpage>165</fpage>
          <lpage>93</lpage>
        </nlm-citation>
      </ref>
      <ref id="ref15">
        <label>15</label>
        <nlm-citation citation-type="web">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Schott</surname>
              <given-names>CC</given-names>
            </name>
          </person-group>
          <article-title>SCOPE-IT model applied to an occupation-based home intervention to increase performance skills: a case study</article-title>
          <source>Master’s and Doctoral Projects, The University of Toledo</source>
          <year>2013</year>
          <access-date>2020-02-07</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://citeseerx.ist.psu.edu/document?repid=rep1&#38;type=pdf&#38;doi=b14906da627ba69a0a6848ccc1d35bf943039d55">https://citeseerx.ist.psu.edu/document?repid=rep1&#38;type=pdf&#38;doi=b14906da627ba69a0a6848ccc1d35bf943039d55</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref16">
        <label>16</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Arksey</surname>
              <given-names>H</given-names>
            </name>
            <name name-style="western">
              <surname>O'Malley</surname>
              <given-names>L</given-names>
            </name>
          </person-group>
          <article-title>Scoping studies: towards a methodological framework</article-title>
          <source>Int J Soc Res Methodol</source>
          <year>2005</year>
          <month>02</month>
          <volume>8</volume>
          <issue>1</issue>
          <fpage>19</fpage>
          <lpage>32</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.tandfonline.com/doi/abs/10.1080/1364557032000119616"/>
          </comment>
          <pub-id pub-id-type="doi">10.1080/1364557032000119616</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref17">
        <label>17</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Tricco</surname>
              <given-names>AC</given-names>
            </name>
            <name name-style="western">
              <surname>Lillie</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Zarin</surname>
              <given-names>W</given-names>
            </name>
            <name name-style="western">
              <surname>O'Brien</surname>
              <given-names>KK</given-names>
            </name>
            <name name-style="western">
              <surname>Colquhoun</surname>
              <given-names>H</given-names>
            </name>
            <name name-style="western">
              <surname>Levac</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Moher</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Peters</surname>
              <given-names>MD</given-names>
            </name>
            <name name-style="western">
              <surname>Horsley</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>Weeks</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Hempel</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Akl</surname>
              <given-names>EA</given-names>
            </name>
            <name name-style="western">
              <surname>Chang</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>McGowan</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Stewart</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Hartling</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Aldcroft</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Wilson</surname>
              <given-names>MG</given-names>
            </name>
            <name name-style="western">
              <surname>Garritty</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Lewin</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Godfrey</surname>
              <given-names>CM</given-names>
            </name>
            <name name-style="western">
              <surname>Macdonald</surname>
              <given-names>MT</given-names>
            </name>
            <name name-style="western">
              <surname>Langlois</surname>
              <given-names>EV</given-names>
            </name>
            <name name-style="western">
              <surname>Soares-Weiser</surname>
              <given-names>K</given-names>
            </name>
            <name name-style="western">
              <surname>Moriarty</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Clifford</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>Tunçalp</surname>
              <given-names>Ö</given-names>
            </name>
            <name name-style="western">
              <surname>Straus</surname>
              <given-names>SE</given-names>
            </name>
          </person-group>
          <article-title>PRISMA extension for scoping reviews (PRISMA-ScR): checklist and explanation</article-title>
          <source>Ann Intern Med</source>
          <year>2018</year>
          <month>10</month>
          <day>02</day>
          <volume>169</volume>
          <issue>7</issue>
          <fpage>467</fpage>
          <lpage>73</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.acpjournals.org/doi/abs/10.7326/M18-0850?url_ver=Z39.88-2003&#38;rfr_id=ori:rid:crossref.org&#38;rfr_dat=cr_pub  0pubmed"/>
          </comment>
          <pub-id pub-id-type="doi">10.7326/M18-0850</pub-id>
          <pub-id pub-id-type="medline">30178033</pub-id>
          <pub-id pub-id-type="pii">2700389</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref18">
        <label>18</label>
        <nlm-citation citation-type="web">
          <article-title>Liberty™</article-title>
          <source>Polhemus Liberty</source>
          <access-date>2023-02-01</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://polhemus.com/motion-tracking/all-trackers/liberty">https://polhemus.com/motion-tracking/all-trackers/liberty</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref19">
        <label>19</label>
        <nlm-citation citation-type="web">
          <article-title>Mindwave - brainwave sensing headset</article-title>
          <source>NeuroSky</source>
          <access-date>2023-02-02</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://store.neurosky.com/pages/mindwave">https://store.neurosky.com/pages/mindwave</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref20">
        <label>20</label>
        <nlm-citation citation-type="web">
          <article-title>5DT data glove ultra</article-title>
          <source>5DT Technologies</source>
          <access-date>2023-02-02</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://5dt.com/5dt-data-glove-ultra/">https://5dt.com/5dt-data-glove-ultra/</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref21">
        <label>21</label>
        <nlm-citation citation-type="web">
          <article-title>Novint Falcon</article-title>
          <source>Delft Haptics Lab</source>
          <access-date>2023-02-03</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://delfthapticslab.nl/device/novint-falcon/">https://delfthapticslab.nl/device/novint-falcon/</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref22">
        <label>22</label>
        <nlm-citation citation-type="web">
          <article-title>Geomatic touch</article-title>
          <source>3D Systems Inc</source>
          <access-date>2023-02-03</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.3dsystems.com/haptics-devices/touch">https://www.3dsystems.com/haptics-devices/touch</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref23">
        <label>23</label>
        <nlm-citation citation-type="web">
          <article-title>NEOFECT smart kids home version</article-title>
          <source>Baffin Technology Systems Limited</source>
          <access-date>2023-02-03</access-date>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.shop.baffin.co.uk/neurorehabilitation/35-53-rapael-smart-kids.html">https://www.shop.baffin.co.uk/neurorehabilitation/35-53-rapael-smart-kids.html</ext-link>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref24">
        <label>24</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Bian</surname>
              <given-names>Y</given-names>
            </name>
            <name name-style="western">
              <surname>Wang</surname>
              <given-names>X</given-names>
            </name>
            <name name-style="western">
              <surname>Han</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Sun</surname>
              <given-names>J</given-names>
            </name>
          </person-group>
          <article-title>Designed interactive toys for children with cerebral palsy</article-title>
          <source>Proceedings of the 14th International Conference on Tangible, Embedded, and Embodied Interaction</source>
          <year>2020</year>
          <conf-name>TEI '20</conf-name>
          <conf-date>February 9-12, 2020</conf-date>
          <conf-loc>Sydney, Australia</conf-loc>
          <fpage>473</fpage>
          <lpage>8</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://dl.acm.org/doi/abs/10.1145/3374920.3374975"/>
          </comment>
          <pub-id pub-id-type="doi">10.1145/3374920.3374975</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref25">
        <label>25</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Guberek</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Schneiberg</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>McKinley</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>Cosentino</surname>
              <given-names>F</given-names>
            </name>
            <name name-style="western">
              <surname>Levin</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Sveistrup</surname>
              <given-names>H</given-names>
            </name>
          </person-group>
          <article-title>Virtual reality as adjunctive therapy for upper limb rehabilitation in cerebral palsy</article-title>
          <source>Proceedings of the 2009 Virtual Rehabilitation International Conference</source>
          <year>2009</year>
          <conf-name>ICVR '09</conf-name>
          <conf-date>June 29-July 02, 2009</conf-date>
          <conf-loc>Haifa, Israel</conf-loc>
          <fpage>219</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://ieeexplore.ieee.org/document/5174257"/>
          </comment>
          <pub-id pub-id-type="doi">10.1109/icvr.2009.5174257</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref26">
        <label>26</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Mandil</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Jamil</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Gupta</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Ahirrao</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Sorathia</surname>
              <given-names>K</given-names>
            </name>
          </person-group>
          <article-title>PhysiTable: tangible interactive system for physical rehabilitation of children with cerebral palsy</article-title>
          <source>Proceedings of the 7th Indian Conference on Human-Computer Interaction</source>
          <year>2015</year>
          <conf-name>IndiaHCI '15</conf-name>
          <conf-date>December 17-19, 2015</conf-date>
          <conf-loc>Guwahati, India</conf-loc>
          <fpage>149</fpage>
          <lpage>53</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://dl.acm.org/doi/10.1145/2835966.2836287"/>
          </comment>
          <pub-id pub-id-type="doi">10.1145/2835966.2836287</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref27">
        <label>27</label>
        <nlm-citation citation-type="book">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>van Delden</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Aarts</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>van Dijk</surname>
              <given-names>B</given-names>
            </name>
          </person-group>
          <person-group person-group-type="editor">
            <name name-style="western">
              <surname>Gradmann</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Borri</surname>
              <given-names>F</given-names>
            </name>
            <name name-style="western">
              <surname>Meghini</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Schuldt</surname>
              <given-names>H</given-names>
            </name>
          </person-group>
          <article-title>Design of tangible games for children undergoing occupational and physical therapy</article-title>
          <source>Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)</source>
          <year>2012</year>
          <publisher-loc>Thousand Oaks, CA</publisher-loc>
          <publisher-name>Springer</publisher-name>
          <fpage>221</fpage>
          <lpage>34</lpage>
        </nlm-citation>
      </ref>
      <ref id="ref28">
        <label>28</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Wu</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Lim</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Zhang</surname>
              <given-names>Q</given-names>
            </name>
            <name name-style="western">
              <surname>Avliyoqulov</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Sun</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Kong</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Chen</surname>
              <given-names>Z</given-names>
            </name>
          </person-group>
          <article-title>Interactive story box for children with cerebral palsy</article-title>
          <source>Proceedings of the Companion of the 2022 ACM SIGCHI Symposium on Engineering Interactive Computing Systems</source>
          <year>2022</year>
          <conf-name>EICS '22</conf-name>
          <conf-date>June 21-24, 2022</conf-date>
          <conf-loc>Sophia, France</conf-loc>
          <fpage>33</fpage>
          <lpage>6</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://dl.acm.org/doi/10.1145/3531706.3536458"/>
          </comment>
          <pub-id pub-id-type="doi">10.1145/3531706.3536458</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref29">
        <label>29</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Acar</surname>
              <given-names>G</given-names>
            </name>
            <name name-style="western">
              <surname>Altun</surname>
              <given-names>GP</given-names>
            </name>
            <name name-style="western">
              <surname>Yurdalan</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Polat</surname>
              <given-names>MG</given-names>
            </name>
          </person-group>
          <article-title>Efficacy of neurodevelopmental treatment combined with the Nintendo® Wii in patients with cerebral palsy</article-title>
          <source>J Phys Ther Sci</source>
          <year>2016</year>
          <month>03</month>
          <volume>28</volume>
          <issue>3</issue>
          <fpage>774</fpage>
          <lpage>80</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://europepmc.org/abstract/MED/27134357"/>
          </comment>
          <pub-id pub-id-type="doi">10.1589/jpts.28.774</pub-id>
          <pub-id pub-id-type="medline">27134357</pub-id>
          <pub-id pub-id-type="pii">jpts-2015-866</pub-id>
          <pub-id pub-id-type="pmcid">PMC4842438</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref30">
        <label>30</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Avcil</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Tarakci</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Arman</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Tarakci</surname>
              <given-names>E</given-names>
            </name>
          </person-group>
          <article-title>Upper extremity rehabilitation using video games in cerebral palsy: a randomized clinical trial</article-title>
          <source>Acta Neurol Belg</source>
          <year>2021</year>
          <month>08</month>
          <day>11</day>
          <volume>121</volume>
          <issue>4</issue>
          <fpage>1053</fpage>
          <lpage>60</lpage>
          <pub-id pub-id-type="doi">10.1007/s13760-020-01400-8</pub-id>
          <pub-id pub-id-type="medline">32524538</pub-id>
          <pub-id pub-id-type="pii">10.1007/s13760-020-01400-8</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref31">
        <label>31</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Chen</surname>
              <given-names>HL</given-names>
            </name>
            <name name-style="western">
              <surname>Lin</surname>
              <given-names>SY</given-names>
            </name>
            <name name-style="western">
              <surname>Yeh</surname>
              <given-names>CF</given-names>
            </name>
            <name name-style="western">
              <surname>Chen</surname>
              <given-names>RY</given-names>
            </name>
            <name name-style="western">
              <surname>Tang</surname>
              <given-names>HH</given-names>
            </name>
            <name name-style="western">
              <surname>Ruan</surname>
              <given-names>SJ</given-names>
            </name>
            <name name-style="western">
              <surname>Wang</surname>
              <given-names>TN</given-names>
            </name>
          </person-group>
          <article-title>Development and feasibility of a Kinect-based constraint-induced therapy program in the home setting for children with unilateral cerebral palsy</article-title>
          <source>Front Bioeng Biotechnol</source>
          <year>2021</year>
          <month>10</month>
          <day>26</day>
          <volume>9</volume>
          <fpage>755506</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://europepmc.org/abstract/MED/34765593"/>
          </comment>
          <pub-id pub-id-type="doi">10.3389/fbioe.2021.755506</pub-id>
          <pub-id pub-id-type="medline">34765593</pub-id>
          <pub-id pub-id-type="pii">755506</pub-id>
          <pub-id pub-id-type="pmcid">PMC8576521</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref32">
        <label>32</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Chiu</surname>
              <given-names>H</given-names>
            </name>
            <name name-style="western">
              <surname>Ada</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Lee</surname>
              <given-names>H</given-names>
            </name>
          </person-group>
          <article-title>Upper limb training using Wii Sports Resort for children with hemiplegic cerebral palsy: a randomized, single-blind trial</article-title>
          <source>Clin Rehabil</source>
          <year>2014</year>
          <month>10</month>
          <day>21</day>
          <volume>28</volume>
          <issue>10</issue>
          <fpage>1015</fpage>
          <lpage>24</lpage>
          <pub-id pub-id-type="doi">10.1177/0269215514533709</pub-id>
          <pub-id pub-id-type="medline">24849793</pub-id>
          <pub-id pub-id-type="pii">0269215514533709</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref33">
        <label>33</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>de Oliveira</surname>
              <given-names>JM</given-names>
            </name>
            <name name-style="western">
              <surname>Fernandes</surname>
              <given-names>RC</given-names>
            </name>
            <name name-style="western">
              <surname>Pinto</surname>
              <given-names>CS</given-names>
            </name>
            <name name-style="western">
              <surname>Pinheiro</surname>
              <given-names>PR</given-names>
            </name>
            <name name-style="western">
              <surname>Ribeiro</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>de Albuquerque</surname>
              <given-names>VH</given-names>
            </name>
          </person-group>
          <article-title>Novel virtual environment for alternative treatment of children with cerebral palsy</article-title>
          <source>Comput Intell Neurosci</source>
          <year>2016</year>
          <volume>2016</volume>
          <fpage>8984379</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://doi.org/10.1155/2016/8984379"/>
          </comment>
          <pub-id pub-id-type="doi">10.1155/2016/8984379</pub-id>
          <pub-id pub-id-type="medline">27403154</pub-id>
          <pub-id pub-id-type="pmcid">PMC4923569</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref34">
        <label>34</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>El-Shamy</surname>
              <given-names>SM</given-names>
            </name>
            <name name-style="western">
              <surname>El-Banna</surname>
              <given-names>MF</given-names>
            </name>
          </person-group>
          <article-title>Effect of Wii training on hand function in children with hemiplegic cerebral palsy</article-title>
          <source>Physiother Theory Pract</source>
          <year>2020</year>
          <month>01</month>
          <day>24</day>
          <volume>36</volume>
          <issue>1</issue>
          <fpage>38</fpage>
          <lpage>44</lpage>
          <pub-id pub-id-type="doi">10.1080/09593985.2018.1479810</pub-id>
          <pub-id pub-id-type="medline">29792556</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref35">
        <label>35</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Elsaeh</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Pudlo</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>Djemai</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Thevenon</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Bouri</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Heymann</surname>
              <given-names>I</given-names>
            </name>
          </person-group>
          <article-title>The effects of haptic-virtual reality game therapy on brain-motor coordination for children with hemiplegia: a pilot study</article-title>
          <source>Proceedings of the 2017 International Conference on Virtual Rehabilitation</source>
          <year>2017</year>
          <conf-name>ICVR '17</conf-name>
          <conf-date>June 19-22, 2017</conf-date>
          <conf-loc>Montreal, QC</conf-loc>
          <fpage>1</fpage>
          <lpage>6</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://ieeexplore.ieee.org/document/8007472"/>
          </comment>
          <pub-id pub-id-type="doi">10.1109/icvr.2017.8007472</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref36">
        <label>36</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Garcia-Hernandez</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Guzman-Alvarado</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Parra-Vega</surname>
              <given-names>V</given-names>
            </name>
          </person-group>
          <article-title>Virtual body representation for rehabilitation influences on motor performance of cerebral palsy children</article-title>
          <source>Virtual Real</source>
          <year>2021</year>
          <volume>25</volume>
          <issue>3</issue>
          <fpage>669</fpage>
          <lpage>80</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://link.springer.com/article/10.1007/s10055-020-00481-3"/>
          </comment>
          <pub-id pub-id-type="doi">10.1007/s10055-020-00481-3</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref37">
        <label>37</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Gieser</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Boisselle</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Makedon</surname>
              <given-names>F</given-names>
            </name>
          </person-group>
          <article-title>Real-time static gesture recognition for upper extremity rehabilitation using the leap motion</article-title>
          <source>Proceedings of the 6th International Conference, DHM 2015, Held as Part of HCI International on Digital Human Modeling: Applications in Health, Safety, Ergonomics and Risk Management: Ergonomics and Health</source>
          <year>2015</year>
          <conf-name>DHM '15</conf-name>
          <conf-date>August 2-7, 2015</conf-date>
          <conf-loc>Los Angeles, CA</conf-loc>
          <fpage>144</fpage>
          <lpage>54</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://link.springer.com/chapter/10.1007/978-3-319-21070-4_15"/>
          </comment>
          <pub-id pub-id-type="doi">10.1007/978-3-319-21070-4_15</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref38">
        <label>38</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Golomb</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Barkat-masih</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Rabin</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Abdelbaky</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Huber</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Burdea</surname>
              <given-names>G</given-names>
            </name>
          </person-group>
          <article-title>Eleven Months of home virtual reality telerehabilitation - lessons iearned</article-title>
          <source>Proceedings of the 2009 Virtual Rehabilitation International Conference</source>
          <year>2009</year>
          <conf-name>ICVR '09</conf-name>
          <conf-date>June 29-July 02, 2009</conf-date>
          <conf-loc>Haifa, Israel</conf-loc>
          <fpage>23</fpage>
          <lpage>8</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://ieeexplore.ieee.org/document/5174200"/>
          </comment>
          <pub-id pub-id-type="doi">10.1109/icvr.2009.5174200</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref39">
        <label>39</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Golomb</surname>
              <given-names>MR</given-names>
            </name>
            <name name-style="western">
              <surname>McDonald</surname>
              <given-names>BC</given-names>
            </name>
            <name name-style="western">
              <surname>Warden</surname>
              <given-names>SJ</given-names>
            </name>
            <name name-style="western">
              <surname>Yonkman</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Saykin</surname>
              <given-names>AJ</given-names>
            </name>
            <name name-style="western">
              <surname>Shirley</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Huber</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Rabin</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Abdelbaky</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Nwosu</surname>
              <given-names>ME</given-names>
            </name>
            <name name-style="western">
              <surname>Barkat-Masih</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Burdea</surname>
              <given-names>GC</given-names>
            </name>
          </person-group>
          <article-title>In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy</article-title>
          <source>Arch Phys Med Rehabil</source>
          <year>2010</year>
          <month>01</month>
          <volume>91</volume>
          <issue>1</issue>
          <fpage>1</fpage>
          <lpage>8.e1</lpage>
          <pub-id pub-id-type="doi">10.1016/j.apmr.2009.08.153</pub-id>
          <pub-id pub-id-type="medline">20103390</pub-id>
          <pub-id pub-id-type="pii">S0003-9993(09)00817-X</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref40">
        <label>40</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Goyal</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Vardhan</surname>
              <given-names>V</given-names>
            </name>
            <name name-style="western">
              <surname>Naqvi</surname>
              <given-names>W</given-names>
            </name>
          </person-group>
          <article-title>Haptic feedback-based virtual reality intervention for a child with infantile hemiplegia: a case report</article-title>
          <source>Cureus</source>
          <year>2022</year>
          <month>03</month>
          <volume>14</volume>
          <issue>3</issue>
          <fpage>e23489</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://europepmc.org/abstract/MED/35495018"/>
          </comment>
          <pub-id pub-id-type="doi">10.7759/cureus.23489</pub-id>
          <pub-id pub-id-type="medline">35495018</pub-id>
          <pub-id pub-id-type="pmcid">PMC9038603</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref41">
        <label>41</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Gregory</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Howard</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Boonthum-Denecke</surname>
              <given-names>C</given-names>
            </name>
          </person-group>
          <article-title>Wii Nunchuk controlled dance Pleo! Dance! To assist children with cerebral palsy by play therapy</article-title>
          <source>Proceedings of the 25th International Florida Artificial Intelligence Research Society Conference</source>
          <year>2012</year>
          <conf-name>FLAIRS-25 '12</conf-name>
          <conf-date>May 23-25, 2012</conf-date>
          <conf-loc>Marco Island, FL</conf-loc>
          <fpage>517</fpage>
          <lpage>20</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.scopus.com/inward/record.uri?eid=2-s2.0-84864987207&#38;partnerID=40&#38;md5=37eedc61c9e9ea470105704a9aa75afd"/>
          </comment>
        </nlm-citation>
      </ref>
      <ref id="ref42">
        <label>42</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Hernández</surname>
              <given-names>HA</given-names>
            </name>
            <name name-style="western">
              <surname>Khan</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Fay</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Roy</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Biddiss</surname>
              <given-names>E</given-names>
            </name>
          </person-group>
          <article-title>Force resistance training in hand grasp and arm therapy: feasibility of a low-cost videogame controller</article-title>
          <source>Games Health J</source>
          <year>2018</year>
          <month>08</month>
          <volume>7</volume>
          <issue>4</issue>
          <fpage>277</fpage>
          <lpage>87</lpage>
          <pub-id pub-id-type="doi">10.1089/g4h.2017.0193</pub-id>
          <pub-id pub-id-type="medline">30106641</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref43">
        <label>43</label>
        <nlm-citation citation-type="book">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Hsieh</surname>
              <given-names>H</given-names>
            </name>
            <name name-style="western">
              <surname>Liu</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Chen</surname>
              <given-names>P</given-names>
            </name>
          </person-group>
          <person-group person-group-type="editor">
            <name name-style="western">
              <surname>Antona</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Stephanidis</surname>
              <given-names>C</given-names>
            </name>
          </person-group>
          <article-title>Lego robots in puppet play for children with cerebral palsy</article-title>
          <source>Universal Access in Human-Computer Interaction: Design Approaches and Supporting Technologies</source>
          <year>2020</year>
          <publisher-loc>Thousand Oaks, CA</publisher-loc>
          <publisher-name>Springer</publisher-name>
          <fpage>465</fpage>
          <lpage>76</lpage>
        </nlm-citation>
      </ref>
      <ref id="ref44">
        <label>44</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Hung</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Chang</surname>
              <given-names>Y</given-names>
            </name>
            <name name-style="western">
              <surname>Chou</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Wu</surname>
              <given-names>W</given-names>
            </name>
            <name name-style="western">
              <surname>Howell</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Lu</surname>
              <given-names>W</given-names>
            </name>
          </person-group>
          <article-title>Developing a suite of motion-controlled games for upper extremity training in children with cerebral palsy: a proof-of-concept study</article-title>
          <source>Games Health J</source>
          <year>2018</year>
          <month>10</month>
          <volume>7</volume>
          <issue>5</issue>
          <fpage>327</fpage>
          <lpage>34</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://europepmc.org/abstract/MED/30124337"/>
          </comment>
          <pub-id pub-id-type="doi">10.1089/g4h.2017.0141</pub-id>
          <pub-id pub-id-type="medline">30124337</pub-id>
          <pub-id pub-id-type="pmcid">PMC6251329</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref45">
        <label>45</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Kassee</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Hunt</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Holmes</surname>
              <given-names>MW</given-names>
            </name>
            <name name-style="western">
              <surname>Lloyd</surname>
              <given-names>M</given-names>
            </name>
          </person-group>
          <article-title>Home-based Nintendo Wii training to improve upper-limb function in children ages 7 to 12 with spastic hemiplegic cerebral palsy</article-title>
          <source>J Pediatr Rehabil Med</source>
          <year>2017</year>
          <month>05</month>
          <day>17</day>
          <volume>10</volume>
          <issue>2</issue>
          <fpage>145</fpage>
          <lpage>54</lpage>
          <pub-id pub-id-type="doi">10.3233/PRM-170439</pub-id>
          <pub-id pub-id-type="medline">28582885</pub-id>
          <pub-id pub-id-type="pii">PRM439</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref46">
        <label>46</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Kottink</surname>
              <given-names>AI</given-names>
            </name>
            <name name-style="western">
              <surname>Prange-Lasonder</surname>
              <given-names>GB</given-names>
            </name>
            <name name-style="western">
              <surname>Rietman</surname>
              <given-names>JS</given-names>
            </name>
            <name name-style="western">
              <surname>Buurke</surname>
              <given-names>JH</given-names>
            </name>
          </person-group>
          <article-title>Assessing the gaming experience of an applied game for rehabilitation of the arm and hand function: a feasibility study</article-title>
          <source>Proceedings of the 3rd International Conference on NeuroRehabilitation, Converging Clinical and Engineering Research on Neurorehabilitation II</source>
          <year>2017</year>
          <conf-name>ICNR '16</conf-name>
          <conf-date>October 18-21, 2016</conf-date>
          <conf-loc>Segovia, Spain</conf-loc>
          <fpage>389</fpage>
          <lpage>93</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://link.springer.com/chapter/10.1007/978-3-319-46669-9_65"/>
          </comment>
          <pub-id pub-id-type="doi">10.1007/978-3-319-46669-9_65</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref47">
        <label>47</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Leal</surname>
              <given-names>AF</given-names>
            </name>
            <name name-style="western">
              <surname>da Silva</surname>
              <given-names>TD</given-names>
            </name>
            <name name-style="western">
              <surname>Lopes</surname>
              <given-names>PB</given-names>
            </name>
            <name name-style="western">
              <surname>Bahadori</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>de Araújo</surname>
              <given-names>LV</given-names>
            </name>
            <name name-style="western">
              <surname>da Costa</surname>
              <given-names>MV</given-names>
            </name>
            <name name-style="western">
              <surname>de Moraes</surname>
              <given-names>ÍA</given-names>
            </name>
            <name name-style="western">
              <surname>Marques</surname>
              <given-names>RH</given-names>
            </name>
            <name name-style="western">
              <surname>Crocetta</surname>
              <given-names>TB</given-names>
            </name>
            <name name-style="western">
              <surname>de Abreu</surname>
              <given-names>LC</given-names>
            </name>
            <name name-style="western">
              <surname>Monteiro</surname>
              <given-names>CB</given-names>
            </name>
          </person-group>
          <article-title>The use of a task through virtual reality in cerebral palsy using two different interaction devices (concrete and abstract) - a cross-sectional randomized study</article-title>
          <source>J Neuroeng Rehabil</source>
          <year>2020</year>
          <month>04</month>
          <day>29</day>
          <volume>17</volume>
          <issue>1</issue>
          <fpage>59</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://jneuroengrehab.biomedcentral.com/articles/10.1186/s12984-020-00689-z"/>
          </comment>
          <pub-id pub-id-type="doi">10.1186/s12984-020-00689-z</pub-id>
          <pub-id pub-id-type="medline">32349752</pub-id>
          <pub-id pub-id-type="pii">10.1186/s12984-020-00689-z</pub-id>
          <pub-id pub-id-type="pmcid">PMC7191706</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref48">
        <label>48</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Li</surname>
              <given-names>W</given-names>
            </name>
            <name name-style="western">
              <surname>Lam-Damji</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Chau</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>Fehlings</surname>
              <given-names>D</given-names>
            </name>
          </person-group>
          <article-title>The development of a home-based virtual reality therapy system to promote upper extremity movement for children with hemiplegic cerebral palsy</article-title>
          <source>Technol Disabil</source>
          <year>2009</year>
          <month>11</month>
          <day>13</day>
          <volume>21</volume>
          <issue>3</issue>
          <fpage>107</fpage>
          <lpage>13</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://content.iospress.com/articles/technology-and-disability/tad00277"/>
          </comment>
          <pub-id pub-id-type="doi">10.3233/tad-2009-0277</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref49">
        <label>49</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>MacIntosh</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Desailly</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Vignais</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Vigneron</surname>
              <given-names>V</given-names>
            </name>
            <name name-style="western">
              <surname>Biddiss</surname>
              <given-names>E</given-names>
            </name>
          </person-group>
          <article-title>A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: a randomized single-case experimental design feasibility study</article-title>
          <source>PLoS One</source>
          <year>2020</year>
          <month>6</month>
          <day>22</day>
          <volume>15</volume>
          <issue>6</issue>
          <fpage>e0234767</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://dx.plos.org/10.1371/journal.pone.0234767"/>
          </comment>
          <pub-id pub-id-type="doi">10.1371/journal.pone.0234767</pub-id>
          <pub-id pub-id-type="medline">32569284</pub-id>
          <pub-id pub-id-type="pii">PONE-D-19-22575</pub-id>
          <pub-id pub-id-type="pmcid">PMC7307764</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref50">
        <label>50</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>MacIntosh</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Vignais</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Vigneron</surname>
              <given-names>V</given-names>
            </name>
            <name name-style="western">
              <surname>Fay</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Musielak</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Desailly</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Biddiss</surname>
              <given-names>E</given-names>
            </name>
          </person-group>
          <article-title>The design and evaluation of electromyography and inertial biofeedback in hand motor therapy gaming</article-title>
          <source>Assist Technol</source>
          <year>2022</year>
          <month>03</month>
          <day>04</day>
          <volume>34</volume>
          <issue>2</issue>
          <fpage>213</fpage>
          <lpage>21</lpage>
          <pub-id pub-id-type="doi">10.1080/10400435.2020.1744770</pub-id>
          <pub-id pub-id-type="medline">32207635</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref51">
        <label>51</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Nai</surname>
              <given-names>W</given-names>
            </name>
            <name name-style="western">
              <surname>Feng</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Shan</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Jia</surname>
              <given-names>F</given-names>
            </name>
            <name name-style="western">
              <surname>Sun</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Sun</surname>
              <given-names>X</given-names>
            </name>
          </person-group>
          <article-title>Estimating forearm axial rotation using Vive trackers for interaction with serious games</article-title>
          <source>IEEE Trans Neural Syst Rehabil Eng</source>
          <year>2019</year>
          <month>09</month>
          <volume>27</volume>
          <issue>9</issue>
          <fpage>1893</fpage>
          <lpage>900</lpage>
          <pub-id pub-id-type="doi">10.1109/TNSRE.2019.2931778</pub-id>
          <pub-id pub-id-type="medline">31369382</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref52">
        <label>52</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Pruna</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Acurio</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Tigse</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Escobar</surname>
              <given-names>I</given-names>
            </name>
            <name name-style="western">
              <surname>Pilatasig</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Pilatasig</surname>
              <given-names>P</given-names>
            </name>
          </person-group>
          <article-title>Virtual system for upper limbs rehabilitation in children</article-title>
          <source>Proceedings of the 4th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics</source>
          <year>2017</year>
          <conf-name>AVR '17</conf-name>
          <conf-date>June 12-15, 2017</conf-date>
          <conf-loc>Ugento, Italy</conf-loc>
          <fpage>107</fpage>
          <lpage>18</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://link.springer.com/chapter/10.1007/978-3-319-60928-7_9"/>
          </comment>
          <pub-id pub-id-type="doi">10.1007/978-3-319-60928-7_9</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref53">
        <label>53</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Stansfield</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Dennis</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Larin</surname>
              <given-names>H</given-names>
            </name>
            <name name-style="western">
              <surname>Gallagher</surname>
              <given-names>C</given-names>
            </name>
          </person-group>
          <article-title>Movement-based VR gameplay therapy for a child with cerebral palsy</article-title>
          <source>Stud Health Technol Inform</source>
          <year>2015</year>
          <volume>219</volume>
          <fpage>153</fpage>
          <lpage>7</lpage>
          <pub-id pub-id-type="medline">26799898</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref54">
        <label>54</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Tarakci</surname>
              <given-names>E</given-names>
            </name>
            <name name-style="western">
              <surname>Arman</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Tarakci</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Kasapcopur</surname>
              <given-names>O</given-names>
            </name>
          </person-group>
          <article-title>Leap Motion Controller-based training for upper extremity rehabilitation in children and adolescents with physical disabilities: a randomized controlled trial</article-title>
          <source>J Hand Ther</source>
          <year>2020</year>
          <month>04</month>
          <volume>33</volume>
          <issue>2</issue>
          <fpage>220</fpage>
          <lpage>8.e1</lpage>
          <pub-id pub-id-type="doi">10.1016/j.jht.2019.03.012</pub-id>
          <pub-id pub-id-type="medline">31010703</pub-id>
          <pub-id pub-id-type="pii">S0894-1130(18)30344-2</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref55">
        <label>55</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Yildirim</surname>
              <given-names>Y</given-names>
            </name>
            <name name-style="western">
              <surname>Budak</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Tarakci</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Algun</surname>
              <given-names>ZC</given-names>
            </name>
          </person-group>
          <article-title>The effect of video-based games on hand functions and cognitive functions in cerebral palsy</article-title>
          <source>Games Health J</source>
          <year>2021</year>
          <month>06</month>
          <day>01</day>
          <volume>10</volume>
          <issue>3</issue>
          <fpage>180</fpage>
          <lpage>9</lpage>
          <pub-id pub-id-type="doi">10.1089/g4h.2020.0182</pub-id>
          <pub-id pub-id-type="medline">34143667</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref56">
        <label>56</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Zoccolillo</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Morelli</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Cincotti</surname>
              <given-names>F</given-names>
            </name>
            <name name-style="western">
              <surname>Muzzioli</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Gobbetti</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>Paolucci</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Iosa</surname>
              <given-names>M</given-names>
            </name>
          </person-group>
          <article-title>Video-game based therapy performed by children with cerebral palsy: a cross-over randomized controlled trial and a cross-sectional quantitative measure of physical activity</article-title>
          <source>Eur J Phys Rehabil Med</source>
          <year>2015</year>
          <month>12</month>
          <volume>51</volume>
          <issue>6</issue>
          <fpage>669</fpage>
          <lpage>76</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="http://www.minervamedica.it/index2.t?show=R33Y2015N06A0669"/>
          </comment>
          <pub-id pub-id-type="medline">25653079</pub-id>
          <pub-id pub-id-type="pii">R33Y9999N00A150012</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref57">
        <label>57</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Amonkar</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Kumavor</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>Morgan</surname>
              <given-names>K</given-names>
            </name>
            <name name-style="western">
              <surname>Bubela</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Srinivasan</surname>
              <given-names>S</given-names>
            </name>
          </person-group>
          <article-title>Feasibility of using joystick-operated ride-on-toys to promote upper extremity function in children with cerebral palsy: a pilot study</article-title>
          <source>Pediatr Phys Ther</source>
          <year>2022</year>
          <month>10</month>
          <day>01</day>
          <volume>34</volume>
          <issue>4</issue>
          <fpage>508</fpage>
          <lpage>17</lpage>
          <pub-id pub-id-type="doi">10.1097/PEP.0000000000000944</pub-id>
          <pub-id pub-id-type="medline">36044637</pub-id>
          <pub-id pub-id-type="pii">00001577-202210000-00015</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref58">
        <label>58</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Bortone</surname>
              <given-names>I</given-names>
            </name>
            <name name-style="western">
              <surname>Barsotti</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Leonardis</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Crecchi</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Tozzini</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Bonfiglio</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Frisoli</surname>
              <given-names>A</given-names>
            </name>
          </person-group>
          <article-title>Immersive virtual environments and wearable haptic devices in rehabilitation of children with neuromotor impairments: a single-blind randomized controlled crossover pilot study</article-title>
          <source>J Neuroeng Rehabil</source>
          <year>2020</year>
          <month>10</month>
          <day>28</day>
          <volume>17</volume>
          <issue>1</issue>
          <fpage>144</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://jneuroengrehab.biomedcentral.com/articles/10.1186/s12984-020-00771-6"/>
          </comment>
          <pub-id pub-id-type="doi">10.1186/s12984-020-00771-6</pub-id>
          <pub-id pub-id-type="medline">33115487</pub-id>
          <pub-id pub-id-type="pii">10.1186/s12984-020-00771-6</pub-id>
          <pub-id pub-id-type="pmcid">PMC7594483</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref59">
        <label>59</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Choi</surname>
              <given-names>JY</given-names>
            </name>
            <name name-style="western">
              <surname>Yi</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Ao</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Tang</surname>
              <given-names>X</given-names>
            </name>
            <name name-style="western">
              <surname>Xu</surname>
              <given-names>X</given-names>
            </name>
            <name name-style="western">
              <surname>Shim</surname>
              <given-names>D</given-names>
            </name>
            <name name-style="western">
              <surname>Yoo</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Park</surname>
              <given-names>ES</given-names>
            </name>
            <name name-style="western">
              <surname>Rha</surname>
              <given-names>D</given-names>
            </name>
          </person-group>
          <article-title>Virtual reality rehabilitation in children with brain injury: a randomized controlled trial</article-title>
          <source>Dev Med Child Neurol</source>
          <year>2021</year>
          <month>04</month>
          <volume>63</volume>
          <issue>4</issue>
          <fpage>480</fpage>
          <lpage>7</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://onlinelibrary.wiley.com/doi/10.1111/dmcn.14762"/>
          </comment>
          <pub-id pub-id-type="doi">10.1111/dmcn.14762</pub-id>
          <pub-id pub-id-type="medline">33326122</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref60">
        <label>60</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Cifuentes-Zapien</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Valdez-Aguilar</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Rojas-Correa</surname>
              <given-names>F</given-names>
            </name>
            <name name-style="western">
              <surname>Chong-Quero</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Pineda-Olivares</surname>
              <given-names>A</given-names>
            </name>
          </person-group>
          <article-title>A video game for an upper limb rehabilitation robotic system for children with cerebral palsy</article-title>
          <source>Proceedings of the 2011 Pan American Health Care Exchanges</source>
          <year>2011</year>
          <conf-name>PAHCE '11</conf-name>
          <conf-date>March 28-April 01, 2011</conf-date>
          <conf-loc>Rio de Janeiro, Brazil</conf-loc>
          <fpage>189</fpage>
          <lpage>93</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://ieeexplore.ieee.org/document/5871877"/>
          </comment>
          <pub-id pub-id-type="doi">10.1109/pahce.2011.5871877</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref61">
        <label>61</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Crisco</surname>
              <given-names>JJ</given-names>
            </name>
            <name name-style="western">
              <surname>Schwartz</surname>
              <given-names>JB</given-names>
            </name>
            <name name-style="western">
              <surname>Wilcox</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Brideau</surname>
              <given-names>H</given-names>
            </name>
            <name name-style="western">
              <surname>Basseches</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Kerman</surname>
              <given-names>K</given-names>
            </name>
          </person-group>
          <article-title>Wrist range of motion and motion frequency during toy and game play with a joint-specific controller specially designed to provide neuromuscular therapy: a proof of concept study in typically developing children</article-title>
          <source>J Biomech</source>
          <year>2015</year>
          <month>08</month>
          <day>20</day>
          <volume>48</volume>
          <issue>11</issue>
          <fpage>2844</fpage>
          <lpage>8</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://europepmc.org/abstract/MED/25935686"/>
          </comment>
          <pub-id pub-id-type="doi">10.1016/j.jbiomech.2015.04.018</pub-id>
          <pub-id pub-id-type="medline">25935686</pub-id>
          <pub-id pub-id-type="pii">S0021-9290(15)00238-9</pub-id>
          <pub-id pub-id-type="pmcid">PMC4536107</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref62">
        <label>62</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Crisco</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Schwartz</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Wilcox</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Costa</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Kerman</surname>
              <given-names>K</given-names>
            </name>
          </person-group>
          <article-title>Design and kinematic evaluation of a novel joint-specific play controller: application for wrist and forearm therapy</article-title>
          <source>Phys Ther</source>
          <year>2015</year>
          <month>07</month>
          <volume>95</volume>
          <issue>7</issue>
          <fpage>1061</fpage>
          <lpage>6</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://europepmc.org/abstract/MED/25573759"/>
          </comment>
          <pub-id pub-id-type="doi">10.2522/ptj.20140344</pub-id>
          <pub-id pub-id-type="medline">25573759</pub-id>
          <pub-id pub-id-type="pii">ptj.20140344</pub-id>
          <pub-id pub-id-type="pmcid">PMC4498143</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref63">
        <label>63</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Dunne</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Do-Lenh</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>O' Laighin</surname>
              <given-names>G</given-names>
            </name>
            <name name-style="western">
              <surname>Shen</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Bonato</surname>
              <given-names>P</given-names>
            </name>
          </person-group>
          <article-title>Upper extremity rehabilitation of children with cerebral palsy using accelerometer feedback on a multitouch display</article-title>
          <source>Annu Int Conf IEEE Eng Med Biol Soc</source>
          <year>2010</year>
          <volume>2010</volume>
          <fpage>1751</fpage>
          <lpage>4</lpage>
          <pub-id pub-id-type="doi">10.1109/IEMBS.2010.5626724</pub-id>
          <pub-id pub-id-type="medline">21096413</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref64">
        <label>64</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Fu</surname>
              <given-names>MJ</given-names>
            </name>
            <name name-style="western">
              <surname>Curby</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Suder</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Katholi</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Knutson</surname>
              <given-names>JS</given-names>
            </name>
          </person-group>
          <article-title>Home-based functional electrical stimulation-assisted hand therapy video games for children with hemiplegia: development and proof-of-concept</article-title>
          <source>IEEE Trans Neural Syst Rehabil Eng</source>
          <year>2020</year>
          <month>6</month>
          <volume>28</volume>
          <issue>6</issue>
          <fpage>1461</fpage>
          <lpage>70</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://ieeexplore.ieee.org/document/9091015"/>
          </comment>
          <pub-id pub-id-type="doi">10.1109/tnsre.2020.2992036</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref65">
        <label>65</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Hernandez</surname>
              <given-names>H</given-names>
            </name>
            <name name-style="western">
              <surname>Poitras</surname>
              <given-names>I</given-names>
            </name>
            <name name-style="western">
              <surname>Fay</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Khan</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Roy</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Biddiss</surname>
              <given-names>E</given-names>
            </name>
          </person-group>
          <article-title>A gaming system with haptic feedback to improve upper extremity function: a prospective case series</article-title>
          <source>Technol Disabil</source>
          <year>2021</year>
          <month>08</month>
          <day>17</day>
          <volume>33</volume>
          <issue>3</issue>
          <fpage>195</fpage>
          <lpage>206</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://content.iospress.com/journals/technology-and-disability/33/3"/>
          </comment>
          <pub-id pub-id-type="doi">10.3233/tad-200319</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref66">
        <label>66</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Minh</surname>
              <given-names>PC</given-names>
            </name>
            <name name-style="western">
              <surname>Xuan</surname>
              <given-names>TN</given-names>
            </name>
            <name name-style="western">
              <surname>Van</surname>
              <given-names>TD</given-names>
            </name>
            <name name-style="western">
              <surname>Minh</surname>
              <given-names>DN</given-names>
            </name>
          </person-group>
          <article-title>A game-based solution with interactive toys for supporting upper limb rehabilitation for preschool-aged children with Cerebral Palsy: A preliminary result</article-title>
          <source>J Appl Sci Eng</source>
          <year>2021</year>
          <volume>24</volume>
          <issue>6</issue>
          <fpage>867</fpage>
          <lpage>74</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="http://jase.tku.edu.tw/articles/jase-202112-24-6-0007"/>
          </comment>
          <pub-id pub-id-type="doi">10.6180/jase.202112_24(6).0007</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref67">
        <label>67</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Mirich</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Kyvelidou</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Greiner</surname>
              <given-names>BS</given-names>
            </name>
          </person-group>
          <article-title>The effects of virtual reality based rehabilitation on upper extremity function in a child with cerebral palsy: a case report</article-title>
          <source>Phys Occup Ther Pediatr</source>
          <year>2021</year>
          <month>04</month>
          <day>29</day>
          <volume>41</volume>
          <issue>6</issue>
          <fpage>620</fpage>
          <lpage>36</lpage>
          <pub-id pub-id-type="doi">10.1080/01942638.2021.1909688</pub-id>
          <pub-id pub-id-type="medline">33926350</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref68">
        <label>68</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Mittag</surname>
              <given-names>C</given-names>
            </name>
            <name name-style="western">
              <surname>Leiss</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Lorenz</surname>
              <given-names>K</given-names>
            </name>
            <name name-style="western">
              <surname>Siebold</surname>
              <given-names>D</given-names>
            </name>
          </person-group>
          <article-title>Designing a tangible solution to encourage playful hand usage for children with cerebral palsy</article-title>
          <source>Curr Dir Biomed Eng</source>
          <year>2020</year>
          <month>10</month>
          <volume>6</volume>
          <issue>2</issue>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.degruyter.com/document/doi/10.1515/cdbme-2020-2008/html?lang=en"/>
          </comment>
          <pub-id pub-id-type="doi">10.1515/cdbme-2020-2008</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref69">
        <label>69</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Parmar</surname>
              <given-names>ST</given-names>
            </name>
            <name name-style="western">
              <surname>Kanitkar</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Sepehri</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Bhairannawar</surname>
              <given-names>S</given-names>
            </name>
            <name name-style="western">
              <surname>Szturm</surname>
              <given-names>T</given-names>
            </name>
          </person-group>
          <article-title>Computer game-based telerehabilitation platform targeting manual dexterity: exercise is fun. "you are kidding-right?"</article-title>
          <source>Sensors (Basel)</source>
          <year>2021</year>
          <month>08</month>
          <day>27</day>
          <volume>21</volume>
          <issue>17</issue>
          <fpage>5766</fpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://www.mdpi.com/resolver?pii=s21175766"/>
          </comment>
          <pub-id pub-id-type="doi">10.3390/s21175766</pub-id>
          <pub-id pub-id-type="medline">34502656</pub-id>
          <pub-id pub-id-type="pii">s21175766</pub-id>
          <pub-id pub-id-type="pmcid">PMC8434447</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref70">
        <label>70</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Peper</surname>
              <given-names>CL</given-names>
            </name>
            <name name-style="western">
              <surname>van Loon</surname>
              <given-names>EC</given-names>
            </name>
            <name name-style="western">
              <surname>van de Rijt</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Salverda</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>van Kuijk</surname>
              <given-names>AA</given-names>
            </name>
          </person-group>
          <article-title>Bimanual training for children with cerebral palsy: exploring the effects of Lissajous-based computer gaming</article-title>
          <source>Dev Neurorehabil</source>
          <year>2013</year>
          <month>08</month>
          <volume>16</volume>
          <issue>4</issue>
          <fpage>255</fpage>
          <lpage>65</lpage>
          <pub-id pub-id-type="doi">10.3109/17518423.2012.760116</pub-id>
          <pub-id pub-id-type="medline">23477428</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref71">
        <label>71</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Preston</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Weightman</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Gallagher</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Holt</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Clarke</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Mon-Williams</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Levesley</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Bhakta</surname>
              <given-names>B</given-names>
            </name>
          </person-group>
          <article-title>Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy</article-title>
          <source>Disabil Rehabil Assist Technol</source>
          <year>2016</year>
          <month>06</month>
          <day>25</day>
          <volume>11</volume>
          <issue>4</issue>
          <fpage>281</fpage>
          <lpage>8</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://eprints.whiterose.ac.uk/91299/"/>
          </comment>
          <pub-id pub-id-type="doi">10.3109/17483107.2014.932020</pub-id>
          <pub-id pub-id-type="medline">24964205</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref72">
        <label>72</label>
        <nlm-citation citation-type="book">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Psychouli</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>Cheng</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>Dimopoulos</surname>
              <given-names>C</given-names>
            </name>
          </person-group>
          <person-group person-group-type="editor">
            <name name-style="western">
              <surname>Cudd</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>de Witte</surname>
              <given-names>L</given-names>
            </name>
          </person-group>
          <article-title>Development of a robotic system for enhancing children’s motivation in constraint induced movement therapy (CIMT)</article-title>
          <source>Harnessing the Power of Technology to Improve Lives</source>
          <year>2017</year>
          <publisher-loc>Amsterdam, Netherlands</publisher-loc>
          <publisher-name>IOS Press</publisher-name>
          <fpage>479</fpage>
          <lpage>83</lpage>
        </nlm-citation>
      </ref>
      <ref id="ref73">
        <label>73</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Sabry</surname>
              <given-names>SS</given-names>
            </name>
            <name name-style="western">
              <surname>Sahib</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Nayl</surname>
              <given-names>T</given-names>
            </name>
          </person-group>
          <article-title>Toward hand functions rehabilitation using the virtual world for pre-school children with cerebral palsy</article-title>
          <source>Int J Emerg Technol Learn</source>
          <year>2020</year>
          <month>05</month>
          <day>15</day>
          <volume>15</volume>
          <issue>09</issue>
          <fpage>110</fpage>
          <pub-id pub-id-type="doi">10.3991/ijet.v15i09.13047</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref74">
        <label>74</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Stroppini</surname>
              <given-names>J</given-names>
            </name>
            <name name-style="western">
              <surname>Kreuzer</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>Nguyen</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>Choromanski</surname>
              <given-names>L</given-names>
            </name>
          </person-group>
          <article-title>Gaming for function: exploring the feasibility and efficacy of the MusicGlove Ⓡ on hand use and motivation in children with hemiparetic cerebral palsy</article-title>
          <source>Am J Occup Ther</source>
          <year>2022</year>
          <volume>76</volume>
          <issue>Supplement_1</issue>
          <fpage>1</fpage>
          <pub-id pub-id-type="doi">10.5014/ajot.2022.76s1-po211</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref75">
        <label>75</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>van Loon</surname>
              <given-names>EC</given-names>
            </name>
            <name name-style="western">
              <surname>Peper</surname>
              <given-names>CE</given-names>
            </name>
            <name name-style="western">
              <surname>van de Rijt</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Salverda</surname>
              <given-names>A</given-names>
            </name>
          </person-group>
          <article-title>Serious gaming to improve bimanual coordination in children with spastic cerebral palsy</article-title>
          <source>Proceedings of the 2011 International Conference on Virtual Rehabilitation</source>
          <year>2011</year>
          <conf-name>ICVR '11</conf-name>
          <conf-date>June 27-29, 2011</conf-date>
          <conf-loc>Zurich, Switzerland</conf-loc>
          <fpage>1</fpage>
          <lpage>2</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://ieeexplore.ieee.org/document/5971873"/>
          </comment>
          <pub-id pub-id-type="doi">10.1109/icvr.2011.5971873</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref76">
        <label>76</label>
        <nlm-citation citation-type="journal">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Weightman</surname>
              <given-names>A</given-names>
            </name>
            <name name-style="western">
              <surname>Preston</surname>
              <given-names>N</given-names>
            </name>
            <name name-style="western">
              <surname>Levesley</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Holt</surname>
              <given-names>R</given-names>
            </name>
            <name name-style="western">
              <surname>Mon-Williams</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Clarke</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Cozens</surname>
              <given-names>AJ</given-names>
            </name>
            <name name-style="western">
              <surname>Bhakta</surname>
              <given-names>B</given-names>
            </name>
          </person-group>
          <article-title>Home based computer-assisted upper limb exercise for young children with cerebral palsy: a feasibility study investigating impact on motor control and functional outcome</article-title>
          <source>J Rehabil Med</source>
          <year>2011</year>
          <month>03</month>
          <volume>43</volume>
          <issue>4</issue>
          <fpage>359</fpage>
          <lpage>63</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://doi.org/10.2340/16501977-0679"/>
          </comment>
          <pub-id pub-id-type="doi">10.2340/16501977-0679</pub-id>
          <pub-id pub-id-type="medline">21347508</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref77">
        <label>77</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>Bekker</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>de Valk</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Rijnbout</surname>
              <given-names>P</given-names>
            </name>
            <name name-style="western">
              <surname>de Graaf</surname>
              <given-names>M</given-names>
            </name>
            <name name-style="western">
              <surname>Schouten</surname>
              <given-names>B</given-names>
            </name>
            <name name-style="western">
              <surname>Eggen</surname>
              <given-names>B</given-names>
            </name>
          </person-group>
          <article-title>Investigating perspectives on play: the lenses of play tool</article-title>
          <source>Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play</source>
          <year>2015</year>
          <conf-name>CHI PLAY '15</conf-name>
          <conf-date>October 5-7, 2015</conf-date>
          <conf-loc>London, UK</conf-loc>
          <fpage>469</fpage>
          <lpage>74</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://dl.acm.org/doi/10.1145/2793107.2810328"/>
          </comment>
          <pub-id pub-id-type="doi">10.1145/2793107.2810328</pub-id>
        </nlm-citation>
      </ref>
      <ref id="ref78">
        <label>78</label>
        <nlm-citation citation-type="confproc">
          <person-group person-group-type="author">
            <name name-style="western">
              <surname>de Valk</surname>
              <given-names>L</given-names>
            </name>
            <name name-style="western">
              <surname>Bekker</surname>
              <given-names>T</given-names>
            </name>
            <name name-style="western">
              <surname>Eggen</surname>
              <given-names>B</given-names>
            </name>
          </person-group>
          <article-title>Leaving room for improvisation: towards a design approach for open-ended play</article-title>
          <source>Proceedings of the 12th International Conference on Interaction Design and Children</source>
          <year>2013</year>
          <conf-name>IDC '13</conf-name>
          <conf-date>June 24-27, 2013</conf-date>
          <conf-loc>New York, NY</conf-loc>
          <fpage>92</fpage>
          <lpage>101</lpage>
          <comment>
            <ext-link ext-link-type="uri" xlink:type="simple" xlink:href="https://dl.acm.org/doi/10.1145/2485760.2485771"/>
          </comment>
          <pub-id pub-id-type="doi">10.1145/2485760.2485771</pub-id>
        </nlm-citation>
      </ref>
    </ref-list>
  </back>
</article>
