Serious games and gamification in healthcare: a meta-review

R Damaševičius, R Maskeliūnas, T Blažauskas - Information, 2023 - mdpi.com
A serious game is a type of game that is designed for a primary purpose other than
entertainment. Instead, serious games are intended to achieve specific goals, such as …

[HTML][HTML] New technologies promoting active upper limb rehabilitation after stroke: an overview and network meta-analysis

G Everard, L Declerck, C Detrembleur… - EuropEan Journal of …, 2022 - ncbi.nlm.nih.gov
CONCLUSIONS This overview provides low-to-moderate evidence that rehabilitation
assisted with technologies are at least as effective as conventional therapy for patients with …

Concurrent validity of an immersive virtual reality version of the Box and Block Test to assess manual dexterity among patients with stroke

G Everard, Y Otmane-Tolba, Z Rosselli… - … of neuroengineering and …, 2022 - Springer
Background After a stroke, experts recommend regular monitoring and kinematic
assessments of patients to objectively measure motor recovery. With the rise of new …

Digital technologies for innovative mental health rehabilitation

RP Lopes, B Barroso, L Deusdado, A Novo… - Electronics, 2021 - mdpi.com
Schizophrenia is a chronic mental illness, characterized by the loss of the notion of reality,
failing to distinguish it from the imaginary. It affects the patient in life's major areas, such as …

A novel immersive virtual reality environment for the motor rehabilitation of stroke patients: A feasibility study

G Fregna, N Schincaglia, A Baroni, S Straudi… - Frontiers in Robotics …, 2022 - frontiersin.org
We designed and implemented an immersive virtual reality (VR) environment for upper limb
rehabilitation, which possesses several notable features. First, by exploiting modern …

A systematic review and meta-analysis of randomized controlled trials on the effect of serious games on people with dementia

ID Saragih, G Everard, BO Lee - Ageing Research Reviews, 2022 - Elsevier
Background An increase in dementia prevalence has been accompanied by increasing
interest in new rehabilitation methods, such as serious games. Serious games hold the …

The impact of eye-tracking games as a training case on students' learning interest and continuous learning intention in game design courses: Taking Flappy Bird as an …

C Gu, J Chen, J Lin, S Lin, W Wu, Q Jiang, C Yang… - Learning and …, 2022 - Elsevier
This paper explores the learning effect of introducing eye-tracking games in college game
design courses and tests the impact of innovative introduction of cutting-edge interactive …

Rhythmic serious games as an inclusive tool for music‐based interventions

S Dalla Bella - Annals of the New York Academy of Sciences, 2022 - Wiley Online Library
Technologies, such as mobile devices or sets of connected sensors, provide new and
engaging opportunities to devise music‐based interventions. Among the different …

Performing a shortened version of the Action Research Arm Test in immersive virtual reality to assess post-stroke upper limb activity

Q Burton, T Lejeune, S Dehem, N Lebrun… - … of neuroengineering and …, 2022 - Springer
Background To plan treatment and measure post-stroke recovery, frequent and time-
bounded functional assessments are recommended. With increasing needs for …

Brazilian Academy of Neurology practice guidelines for stroke rehabilitation: part I

C Minelli, R Bazan, MTA Pedatella… - Arquivos de neuro …, 2022 - SciELO Brasil
ABSTRACT The Guidelines for Stroke Rehabilitation are the result of a joint effort by the
Scientific Department of Neurological Rehabilitation of the Brazilian Academy of Neurology …