TY - JOUR
T1 - Gamified Neurorehabilitation Strategies for Post-stroke Motor Recovery
T2 - Challenges and Advantages
AU - Tosto-Mancuso, Jenna
AU - Tabacof, Laura
AU - Herrera, Joseph E.
AU - Breyman, Erica
AU - Dewil, Sophie
AU - Cortes, Mar
AU - Correa-esnard, Loreene
AU - Kellner, Christopher P.
AU - Dangayach, Neha
AU - Putrino, David
N1 - Publisher Copyright:
© 2022, The Author(s), under exclusive licence to Springer Science+Business Media, LLC, part of Springer Nature.
PY - 2022/3
Y1 - 2022/3
N2 - Abstract: Purpose of Review: Stroke is the leading cause of permanent motor disability in the United States (US), but there has been little progress in developing novel, effective strategies for treating post-stroke motor deficits. The past decade has seen the rapid development of many promising, gamified neurorehabilitation technologies; however, clinical adoption remains limited. The purpose of this review is to evaluate the recent literature surrounding the adoption and use of gamification in neurorehabilitation after stroke. Recent Findings: Gamification of neurorehabilitation protocols is both feasible and effective. Deployment strategies and scalability need to be addressed with more rigor. Relationship between engaged time on task and rehabilitation outcomes should be explored further as it may create benefits beyond repetitive movement. Summary: As gamification becomes a more common and feasible way of delivering exercise-based therapies, additional benefits of gamification are emerging. In spite of this, questions still exist about scalability and widespread clinical adoption.
AB - Abstract: Purpose of Review: Stroke is the leading cause of permanent motor disability in the United States (US), but there has been little progress in developing novel, effective strategies for treating post-stroke motor deficits. The past decade has seen the rapid development of many promising, gamified neurorehabilitation technologies; however, clinical adoption remains limited. The purpose of this review is to evaluate the recent literature surrounding the adoption and use of gamification in neurorehabilitation after stroke. Recent Findings: Gamification of neurorehabilitation protocols is both feasible and effective. Deployment strategies and scalability need to be addressed with more rigor. Relationship between engaged time on task and rehabilitation outcomes should be explored further as it may create benefits beyond repetitive movement. Summary: As gamification becomes a more common and feasible way of delivering exercise-based therapies, additional benefits of gamification are emerging. In spite of this, questions still exist about scalability and widespread clinical adoption.
KW - Neurological rehabilitation
KW - Stroke
KW - Stroke rehabilitation
KW - Video games
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85126343465&partnerID=8YFLogxK
U2 - 10.1007/s11910-022-01181-y
DO - 10.1007/s11910-022-01181-y
M3 - Review article
C2 - 35278172
AN - SCOPUS:85126343465
SN - 1528-4042
VL - 22
SP - 183
EP - 195
JO - Current Neurology and Neuroscience Reports
JF - Current Neurology and Neuroscience Reports
IS - 3
ER -