The Use of Serious Gaming to Improve Sensorimotor Function and Motivation in People with Cerebral Palsy: A Systematic Review.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2023-06-01 Epub Date: 2022-09-26 DOI:10.1089/g4h.2022.0112
Kayley Crebbin, Tiffany Grisbrook, Catherine Elliott, Ashleigh Thornton
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Abstract

The aim of this systematic review was to review the evidence for serious gaming interventions in improving sensorimotor function in children and adults with cerebral palsy (CP). Seven databases were searched with terms related to serious gaming and CP. Articles were evaluated according to the Downs and Black rating scale and important principles of serious gaming defined by Whyte et al. Extracted data included the population, intervention, serious gaming elements, outcomes, and authors' conclusions. Fifty-seven articles were identified for inclusion. Participants' ages ranged from 3 to 57 years. Interventions tested included commercial videogames as well as specially designed games. Most interventions had themed content, short-term goals, rewards, feedback, and multiple games. Outcome measures and study designs were inconsistent between studies. Sensorimotor function results of noncomparative studies were positive or neutral overall, but results of comparative studies were more mixed. We concluded that serious gaming interventions may be a useful adjunct to treatment as they are noninvasive, were not associated with deterioration in most cases, and may improve compliance. More comparative studies need to be completed to assess compliance and treatment outcomes. Future games should also aim to adhere more closely to the principles of serious gaming.

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使用严肃游戏改善脑瘫患者的感官运动功能和动机:系统回顾
本系统性综述旨在对严肃游戏干预改善脑瘫(CP)儿童和成人感知运动功能的证据进行综述。我们在七个数据库中搜索了与严肃游戏和脑瘫相关的术语。根据Downs和Black的评分标准以及Whyte等人定义的严肃游戏的重要原则对文章进行了评估,提取的数据包括人群、干预措施、严肃游戏要素、结果以及作者的结论。共有 57 篇文章被纳入研究范围。参与者的年龄从 3 岁到 57 岁不等。测试的干预措施包括商业电子游戏和专门设计的游戏。大多数干预措施都有主题内容、短期目标、奖励、反馈和多个游戏。不同研究的结果测量和研究设计并不一致。非比较性研究的感官运动功能结果总体上是积极或中性的,但比较性研究的结果则喜忧参半。我们得出的结论是,严肃游戏干预可能是一种有用的辅助治疗方法,因为它们是非侵入性的,在大多数情况下与病情恶化无关,并且可以提高依从性。需要完成更多的比较研究,以评估依从性和治疗效果。未来的游戏还应该更加遵循严肃游戏的原则。
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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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