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Gamified devices for stroke rehabilitation: A systematic review. | LitMetric

Gamified devices for stroke rehabilitation: A systematic review.

Comput Methods Programs Biomed

Department of Electronic and Computer Engineering, University of Córdoba, Córdoba, Spain.

Published: January 2025

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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Source
http://dx.doi.org/10.1016/j.cmpb.2024.108476DOI Listing

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