用于中风康复的游戏化设备:系统综述。

IF 4.9 2区 医学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS
Juan J. Sánchez-Gil , Aurora Sáez-Manzano , Rafael López-Luque , Juan-José Ochoa-Sepúlveda , Eduardo Cañete-Carmona
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引用次数: 0

摘要

背景和目的:中风后的康复对减少永久性残疾至关重要。游戏化是指在非游戏环境中融入游戏元素,已成为提高积极性和康复效果的一种有前途的策略。本文系统回顾了在脑卒中康复中使用的游戏化设备,并评估了它们对患者情绪、社交和个人影响的影响,为游戏化康复提供了一个全面的视角:使用 IEEE Xplore、PubMed、Springer Link、APA PsycInfo 和 ScienceDirect 数据库,按照 PRISMA 2020 指南进行了全面检索。选取了 2019 年 1 月至 2023 年 12 月间发表的经验性研究,这些研究从可用性、动机、参与度和其他定性患者反应方面量化了游戏化的效果:共纳入 169 项研究,涉及 6404 名患者。游戏化设备分为四种类型:机器人/机动化、非机动化、虚拟现实和神经肌肉电刺激。结果显示,游戏化设备不仅能改善运动和认知功能,还对患者的情感、社交和个人水平产生了显著的积极影响。大多数研究报告显示,患者的满意度和积极性都很高,凸显了游戏化在中风康复中的有效性:结论:游戏化在脑卒中康复中的益处远不止运动和认知能力的恢复,还能改善患者的情感和社会福祉。本系统综述全面概述了最有效的游戏化技术,并强调了未来多学科研究的必要性,以优化中风康复中游戏化解决方案的设计和实施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamified devices for stroke rehabilitation: A systematic review

Background and Objective:

Rehabilitation after stroke is essential to minimize permanent disability. Gamification, the integration of game elements into non-game environments, has emerged as a promising strategy for increasing motivation and rehabilitation effectiveness. This article systematically reviews the gamified devices used in stroke rehabilitation and evaluates their impact on emotional, social, and personal effects on patients, providing a comprehensive view of gamified rehabilitation.

Methods:

A comprehensive search using the PRISMA 2020 guidelines was conducted using the IEEE Xplore, PubMed, Springer Link, APA PsycInfo, and ScienceDirect databases. Empirical studies published between January 2019 and December 2023 that quantified the effects of gamification in terms of usability, motivation, engagement, and other qualitative patient responses were selected.

Results:

In total, 169 studies involving 6404 patients were included. Gamified devices are categorized into four types: robotic/motorized, non-motorized, virtual reality, and neuromuscular electrical stimulation. The results showed that gamified devices not only improved motor and cognitive function but also had a significant positive impact on patients’ emotional, social and personal levels. Most studies have reported high levels of patient satisfaction and motivation, highlighting the effectiveness of gamification in stroke rehabilitation.

Conclusions:

Gamification in stroke rehabilitation offers significant benefits beyond motor and cognitive recovery by improving patients’ emotional and social well-being. This systematic review provides a comprehensive overview of the most effective gamified technologies and highlights the need for future multidisciplinary research to optimize the design and implementation of gamified solutions in stroke rehabilitation.
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来源期刊
Computer methods and programs in biomedicine
Computer methods and programs in biomedicine 工程技术-工程:生物医学
CiteScore
12.30
自引率
6.60%
发文量
601
审稿时长
135 days
期刊介绍: To encourage the development of formal computing methods, and their application in biomedical research and medical practice, by illustration of fundamental principles in biomedical informatics research; to stimulate basic research into application software design; to report the state of research of biomedical information processing projects; to report new computer methodologies applied in biomedical areas; the eventual distribution of demonstrable software to avoid duplication of effort; to provide a forum for discussion and improvement of existing software; to optimize contact between national organizations and regional user groups by promoting an international exchange of information on formal methods, standards and software in biomedicine. Computer Methods and Programs in Biomedicine covers computing methodology and software systems derived from computing science for implementation in all aspects of biomedical research and medical practice. It is designed to serve: biochemists; biologists; geneticists; immunologists; neuroscientists; pharmacologists; toxicologists; clinicians; epidemiologists; psychiatrists; psychologists; cardiologists; chemists; (radio)physicists; computer scientists; programmers and systems analysts; biomedical, clinical, electrical and other engineers; teachers of medical informatics and users of educational software.
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