上肢康复的严肃游戏-游戏控制器的特点:范围审查。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Andrés Cela, Edwin Oña, Alberto Jardón
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引用次数: 0

摘要

exergames在上肢功能障碍患者康复中的应用已显著增加。本综述旨在调查用于康复的游戏系统中使用的游戏控制器(GCs),为其开发、实施和使用中使用的平台、传感器和技术提供见解。我们对Scopus和PubMed数据库进行了全面的检索,包括2013年2月至2023年2月之间发表的文章。入选标准包括在英语期刊上发表的使用exergames的上肢(UL)康复研究,结果确定了175篇相关文章。确定了七个关键类别:病理,参与者状况,疗程剂量,GCs,传感器,UL修复的特定部分和人体工程学。中风(55.4%)和脑瘫(6.3%)是基于练习的康复中最常解决的医疗状况。参与评审文章的人数从1人到数百人不等。参与者有三种类型:病人、专家和志愿者。随机对照试验(RCT)研究始终以控制次数的会话(从6到40)为特征,平均持续20分钟,而非RCT研究显示出更多的可变性。商业平台受到青睐,占GCs的74.3%,物理控制器(57.1%)超过虚拟控制器。相机是主要的传感器(50.3%),尽管包括imu、按钮和力传感器在内的各种传感器类型也被使用。康复治疗68%集中在一般的UL, 20.6%集中在手部,4%集中在肘部,3.4%集中在手臂和肩膀。值得注意的是,只有26.3%的研究考虑了康复系统的人体工程学。尽管exergame系统正在推动康复治疗,但仍需要在各个方面进行进一步的开发和研究,例如人体工程学,控制器设计和传感器集成,以提高其对患者使用的适用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Serious Gaming for Upper Limbs Rehabilitation-Game Controllers Features: A Scoping Review.

The use of exergames in the rehabilitation of patients with upper limb dysfunctions has increased significantly. This scoping review aimed to investigate the game controllers (GCs) employed in exergame systems used for rehabilitation, offering insights into the platforms, sensors, and techniques used in their development, implementation, and utilization. We conducted a comprehensive search of Scopus and PubMed databases, encompassing articles published between February 2013 and February 2023. The eligibility criteria included studies on upper limbs (UL) rehabilitation using exergames published in English-language journals, resulting in the identification of 175 pertinent articles. Seven key categories were identified: pathology, participants' conditions, dosage of sessions, GCs, sensors, specific part of the UL rehabilitated, and ergonomics. Stroke (55.4%) and cerebral palsy (6.3%) were the most frequently addressed medical conditions in the exergame-based rehabilitation. The number of participants in the reviewed articles was from one to several hundred. Three types of participants were identified: patients, specialists, and volunteers. Randomized controlled trial (RCT) studies consistently featured a controlled number of sessions (ranging from 6 to 40) lasting an average of 20 minutes, while non-RCT studies displayed more variability. Commercial platforms were favored, accounting for 74.3% of GCs, with physical controllers (57.1%) surpassing virtual ones. Cameras were the predominant sensors (50.3%), although a wide array of sensor types including IMUs, push buttons, and force sensors were also used. Rehabilitation focuses 68% on general UL, 20.6% on hands, 4% on elbows, and 3.4% on arms and shoulders. Notably, only 26.3% of the studies considered ergonomics in the rehabilitation system. Although exergame systems are advancing rehabilitation treatments, there remains a need for further development and research on various aspects, such as ergonomics, controller design, and sensor integration, to enhance their suitability for patient use.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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