Efficacy of videogames and exergames in pediatric neurorehabilitation: a systematic review.

IF 1 Q3 PEDIATRICS Minerva Pediatrics Pub Date : 2024-10-01 Epub Date: 2023-06-16 DOI:10.23736/S2724-5276.23.07146-X
Agata Polizzi, Sergio Rinella, Martino Ruggieri, Amalia E Gentile, Cristiano M Verrelli, Marco Iosa
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Abstract

Introduction: In recent years, the rehabilitation of children with neurological disorders has taken into account the possibility of using videogaming consoles and virtual reality systems to make children's therapy more enjoyable, motivating, participated and effective. This study aims at conducting a systematic review about the use and the efficacy of digital games in pediatric neurorehabilitation.

Evidence acquisition: In accordance with the PRISMA approach, a rather wide-ranging search was conducted on PubMed, Scopus, and Web of Science databases by using different combinations of keywords based on MeSH terms.

Evidence synthesis: Fifty-five papers have been included into this review, namely, 38 original studies and 17 reviews. The total number of children and adolescents is 573, with 58% of them being affected by cerebral palsy. Despite a wide variability in the adopted protocols, devices, assessment tools, and a more frequent focus on motor aspects than on cognitive ones, the results of the majority of the analyzed studies support the safety (i.e., absence of severe adverse effects) and efficacy of the videogame-based therapy.

Conclusions: Videogames, when administered by means of commercial consoles or ad-hoc digital systems, seem to be a valid support for physical therapy. Further researchers are needed to deeply investigate the role of this approach in cognitive therapy and cognitive outcomes.

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电子游戏和外部游戏在儿科神经康复中的功效:系统性综述。
简介近年来,神经系统疾病患儿的康复治疗已考虑到使用视频游戏机和虚拟现实系统的可能性,以使患儿的治疗更加愉悦、更具激励性、参与性和有效性。本研究旨在对数字游戏在儿科神经康复中的应用和功效进行系统性综述:证据综述:根据 PRISMA 方法,通过使用基于 MeSH 术语的不同关键词组合,在 PubMed、Scopus 和 Web of Science 数据库中进行了范围相当广泛的检索:本综述共纳入 55 篇论文,即 38 篇原创研究和 17 篇综述。研究对象包括 573 名儿童和青少年,其中 58% 为脑瘫患者。尽管所采用的方案、设备和评估工具存在很大差异,而且对运动方面的关注多于对认知方面的关注,但大多数分析研究的结果都支持以视频游戏为基础的疗法的安全性(即无严重不良反应)和有效性:结论:通过商业控制台或临时数字系统实施的视频游戏似乎是物理治疗的有效辅助手段。需要更多的研究人员深入研究这种方法在认知治疗和认知结果中的作用。
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