Home-based technologies for stroke rehabilitation: A systematic review

Y Chen, KT Abel, JT Janecek, Y Chen, K Zheng… - International journal of …, 2019 - Elsevier
Background Many forms of home-based technology targeting stroke rehabilitation have
been devised, and a number of human factors are important to their application, suggesting …

The use of electronic games in therapy: a review with clinical implications

HL Horne-Moyer, BH Moyer, DC Messer… - Current psychiatry …, 2014 - Springer
Therapists and patients enjoy and benefit from interventions that use electronic games (EG)
in health care and mental health settings, with a variety of diagnoses and therapeutic goals …

Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward

R Proffitt, B Lange - Physical therapy, 2015 - academic.oup.com
In the past 2 decades, researchers have demonstrated the potential for virtual reality (VR)
technologies to provide engaging and motivating environments for stroke rehabilitation …

Commercial gaming devices for stroke upper limb rehabilitation: a systematic review

K Thomson, A Pollock, C Bugge… - International Journal of …, 2014 - journals.sagepub.com
Background and purpose Rehabilitation using commercial gaming devices is a new concept
for stroke care. Commercial gaming devices such as Nintendo Wii or Sony PlayStation …

Perseverance with technology-facilitated home-based upper limb practice after stroke: a systematic mixed studies review

BA Neibling, SM Jackson, KS Hayward… - … of neuroengineering and …, 2021 - Springer
Background Technology is being increasingly investigated as an option to allow stroke
survivors to exploit their full potential for recovery by facilitating home-based upper limb …

What is the impact of user affect on motor learning in virtual environments after stroke? A sco** review

N Rohrbach, E Chicklis, DE Levac - Journal of neuroengineering and …, 2019 - Springer
Purpose The purported affective impact of virtual reality (VR) and active video gaming (AVG)
systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is …

Participant and caregiver experience of the Nintendo Wii SportsTM after stroke: qualitative study of the trial of WiiTM in stroke (TWIST)

J Wingham, K Adie, D Turner, C Schofield… - Clinical …, 2015 - journals.sagepub.com
Objective: To understand stroke survivors and their caregivers' experience and acceptability
of using the Nintendo Wii SportsTM games (WiiTM) as a home-based arm rehabilitation tool …

Using free internet videogames in upper extremity motor training for children with cerebral palsy

M Sevick, E Eklund, A Mensch, M Foreman… - Behavioral …, 2016 - mdpi.com
Movement therapy is one type of upper extremity intervention for children with cerebral palsy
(CP) to improve function. It requires high-intensity, repetitive and task-specific training …

Upper limb home-based robotic rehabilitation during COVID-19 outbreak

H Manjunatha, S Pareek, SS Jujjavarapu… - Frontiers in Robotics …, 2021 - frontiersin.org
The coronavirus disease (COVID-19) outbreak requires rapid resha** of rehabilitation
services to include patients recovering from severe COVID-19 with post-intensive care …

Post-Stroke rehabilitation of distal upper limb with new perspective technologies: virtual reality and repetitive transcranial magnetic stimulation—a mini review

O Banduni, M Saini, N Singh, D Nath… - Journal of Clinical …, 2023 - mdpi.com
Upper extremity motor impairment is the most common sequelae in patients with stroke.
Moreover, its continual nature limits the optimal functioning of patients in the activities of …