A scoping review of video gaming in rehabilitation

被引:33
|
作者
Ravenek, Kelly E. [1 ,2 ,3 ]
Wolfe, Dalton L. [1 ,2 ,3 ]
Hitzig, Sander L. [4 ,5 ]
机构
[1] St Josephs Hlth Care, London, ON, Canada
[2] Parkwood Inst, Lawson ARGC, London, ON, Canada
[3] Western Univ, Elborn Coll, 1201 Western Rd, London, ON N6G 1H1, Canada
[4] York Univ, Sch Kinesiol & Hlth Sci, Fac Hlth, Toronto, ON, Canada
[5] Univ Toronto, Inst Life Course & Aging, Fac Med, Toronto, ON, Canada
关键词
Intervention studies; rehabilitation; video games;
D O I
10.3109/17483107.2015.1029538
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
Purpose: To examine the scope of the peer-reviewed literature on the use of commercially available video gaming in rehabilitation. Methods: Five databases (SCOPUS, Cochrane, PsycINFO, PubMed and CINAHL) were searched for articles published between January 1990 and January 2014. The reference lists of selected articles were also reviewed to identify other relevant studies. Results: Thirty articles met the inclusion criteria. Commercially available video gaming in rehabilitation was most commonly recommended by physiotherapists (50% or 15/30 studies) for populations at risk for falls or with decreased balance (67% or 19/30 studies). The most commonly used target outcomes were those assessing balance and/or fall prevention, with the Berg Balance Scale being the most frequently used (53% or 16/30 studies) outcome measure. The Nintendo Wii was the most prevalent gaming system (90% or 27/30 studies) used in the identified studies. Conclusion: Video gaming in rehabilitation is widely used by clinicians. Preliminary findings show that video gaming technology can be applied across a wide variety of rehabilitation populations, with some evidence showing clinical gains in physical functioning (e.g. gait and balance). There is a need for more robust clinical trials evaluating the efficacy of using video game systems as an adjunct to conventional rehabilitation.
引用
收藏
页码:445 / 453
页数:9
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