Game-based telerehabilitation in neurological disorders: a systematic review of features, opportunities and challenges.

IF 1.9 4区 医学 Q2 REHABILITATION
Mohammad Reza Asgharzadeh Chamleh, Marziyeh Afkanpour, Diana Tehrany Dehkordy, Narges Norouzkhani, Shokoufeh Aalaei
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Abstract

This study explores the integration of telerehabilitation, virtual reality, and serious games technologies in addressing physical disabilities. Specifically, it focuses on game-based telerehabilitation for patients with stroke, Parkinson's disease, and multiple sclerosis undergoing home-based rehabilitation. Utilising the PICO approach, a search in Scopus and PubMed until February 21st, 2024, identified 31 relevant English articles out of 258 initially considered. The study employed three independent reviewers to select, extract data, and analyse studies based on the research question. The final included studies were analysed to extract and categorise the most critical items, including rehabilitation tools, opportunities, and challenges. Of the 258 studies, 31 met the eligibility criteria, with the majority conducted in the United States and the United Kingdom. Key opportunities identified include the effectiveness of telerehabilitation and the use of new, engaging, user-friendly, and affordable technologies. However, challenges such as motivation, usability, exercise adherence, and technical barriers were significant. The Wii gaming console emerged as the most commonly used telerehabilitation device. This systematic review offers a comprehensive analysis of telerehabilitation features, opportunities, and challenges. It highlights the importance of tailored remote rehabilitation programs, potentially leading to more effective patient services. The study suggests that sustained use of these systems is crucial for positive clinical outcomes and emphasises the impact of affordability and engagement on long-term patient adherence to treatment plans in remote rehabilitation systems.

基于游戏的神经系统疾病远程康复:特点、机遇和挑战的系统回顾。
本研究探讨了远程康复、虚拟现实和严肃游戏技术在解决身体残疾方面的整合。具体来说,它侧重于基于游戏的远程康复,为中风、帕金森病和多发性硬化症患者进行家庭康复。利用PICO方法,在Scopus和PubMed中搜索到2024年2月21日,从最初考虑的258篇文章中确定了31篇相关的英文文章。该研究聘请了三位独立的审稿人来选择、提取数据,并根据研究问题分析研究。最后纳入的研究进行了分析,以提取和分类最关键的项目,包括康复工具、机会和挑战。在258项研究中,31项符合资格标准,其中大多数在美国和英国进行。确定的主要机会包括远程康复的有效性和使用新的、吸引人的、用户友好的和负担得起的技术。然而,诸如动机、可用性、坚持锻炼和技术障碍等挑战是重要的。Wii游戏机成为最常用的远程康复设备。本系统综述对远程康复的特点、机遇和挑战进行了全面分析。它强调了量身定制的远程康复计划的重要性,可能会带来更有效的患者服务。该研究表明,持续使用这些系统对于积极的临床结果至关重要,并强调了可负担性和参与对远程康复系统中患者长期遵守治疗计划的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
5.70
自引率
13.60%
发文量
128
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