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Rabu, 27 Juni 2018

Video games are helping improve quality of rehabilitation | Kitsap ...
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Video game rehabilitation , also known as game rehab is the process of using consoles and common video game methodologies to target and improve physical and mental weaknesses through therapeutic processes. Video games become an integral part of the practice of occupational therapy in acute settings, rehabilitation, and community. The design for video games in rehab is focused on a number of fundamental principles, such as rewards, goals, challenges, meaningful games. 'Playing meaning' arises from the relationship between player action and system results, obvious to the player through feedback. Platforms featuring motion control, especially Nintendo Wii, Microsoft Xbox Kinect, and Sony's Eye Toy, and virtual reality scenarios have all been effective in this field of research. The methodology has been applied to all age groups, ranging from toddlers to elderly elderly people around the world and has been used in various cases ranging from stroke rehabilitation, cerebral palsy and other neurological disorders, to people with tendinitis and multiple sclerosis. Researchers have been promoting the technology based on the personalized game system for patients allowing for further engagement and interaction. In addition, game consoles have the ability to capture real-time data and provide instant feedback to patients using the system. Currently, some researchers have conducted case studies to demonstrate the benefits of this technology; however, repeated experiments and experiments have shown that results are easily replicated among several groups worldwide. In addition, the results have increased interest in the field, developing experiments outside of simple case studies up to experiments with larger participant bases.


Video Video game rehabilitation



Histori

Since the early 1980s, there has been evidence in commercially available video game literature used for therapeutic purposes for different patients. The use of virtual feedback has been seen throughout history for some time. However, although the feedback was virtual, the show was not widely held until the 1990s. With early-stage experiments, not many positive results were found to cause system doubt. Some even find that too much virtual feedback improves poor performance outside of a controlled environment. Because virtual reality systems and virtual environments become more accessible and affordable, so does the application and research on them. The use of this system in the development of positive motor skills started somewhere in the late 1990s as more researchers realized the benefits of internal corrective feedback in such an environment. In addition, at the same time, researchers around the world began experimenting with virtual reality effects in therapeutic actions for anxiety disorders and phobias. With positive results, such as better motor control and lower anxiety in relation to phobias, derived from this experiment, researchers began looking into virtual reality systems as a form of rehabilitation in early 2000, and research has evolved since then. Now, common game consoles like Wii and Kinect allow researchers to use cheaper and easier systems available in their labs, as well, opening up new possibilities for games and rehabilitation options. Case studies and system usage in actual therapeutic offices have suggested that this field has the potential to influence therapy beyond laboratory settings, as well, making it a rapidly growing field. Currently, several reviews of the findings have also suggested the positive effect of this form of rehabilitation, gathering support for this area as well.

Several studies have been conducted on the potential application of virtual reality to various therapies. A systematic literature review published in 2012 analyzed 963 publications on virtual reality and rehabilitation from 1996 and 2010. Researchers found more and more research conducted in the field each year, from less than 10 articles per year in 1997 to over 40 on in 2010. More than the number of articles analyzed, this literature review discusses the key issues to be addressed in future studies: i) the need to consider larger numbers of participants in each study to represent the target population; ii) to improve the use of control groups; iii) to improve the uniformity of the tests applied and iv) to carry out more follow-up studies in the field. These aspects will allow for comparison between different studies and the conceptualisation of results from different studies. Finally, this investigation cites the importance of research in the field of virtual reality and rehabilitation, once the potential of this technology is recognized to support the different neural and cognitive rehabilitations of patients.

Maps Video game rehabilitation



Rehabilitation through game vs. regular method

Throughout its development, games in rehabilitation have gained great support for the difference compared to ordinary therapeutic methods. The biggest difference is user engagement and fun. It has been widely demonstrated that people feel more involved in gaming environments and less contained within doctors' offices when interacting in virtual reality, gaming environments. In addition, those who can participate in game rehabilitation have also been shown to use less energy than those who participate in normal therapeutic methods. While this may not be positive for all patients, it is beneficial for patients who may be elderly or have minimal energy to use therapeutic type settings. Saving energy while still participating in therapy has proven to be effective for this group of people, as they are still able to progress in their goals towards rehabilitation, but not excessively in the process. On the other hand, normal physical rehabilitation routines require commitment for long, difficult periods of exercise that cause patients to quit routine therapies. Game rehabilitation provides an opportunity to address two critical areas: accessibility of rehabilitation and motivation of the patient.

The ability of a gaming console is everywhere and purchased by anyone also allows this kind of therapy to be personal enough for the patient. Patients who use game rehabilitation have been shown to be more involved in therapeutic attempts and are more likely to continue their therapy outside the doctor's office than those involved in regular therapy efforts. Being able to bring their therapy into the comfort of their own homes and at a relatively low cost contributes to these results. In addition, as a result of their increased adherence to therapy and motivation to engage in therapy, patients involved in game rehabilitation have also shown better results from their efforts.

Another benefit to using games for rehabilitation purposes is that they have the ability to adapt to real-life scenarios rather than the usual therapeutic methods. When asked about their therapy, patients have reported that they do not see a connection with their daily lives while performing activities. Instead, they see it as an activity they do in their doctor's office, away from their ordinary lives. Virtual reality-based rehabilitation has the ability to be designed to introduce real-life challenges and everyday obstacles that can be seen in the real world. They are tailored to the individual needs and the environment they expect to meet regularly. This consideration contributes to the "ecological validity" of the rehabilitation method. By playing through rehabilitation, doctors have seen cancer patients using video games during the procedure have a lower pain tolerance when using v. Active interruptions, passive impairment.

A typical rehabilitation method has also been seen to bring difficulties to those who participate in it. Sometimes these difficulties persist anywhere from 30% -66% of people achieve their goals for their therapy. When objectives are not achieved, people are generally made to participate in longer therapy sessions, more therapy sessions, or deeper and more difficult sessions than before, such as obstacle-induced movement therapy. In each of these cases, patients are generally forced to pay more than before and also undergo more work than originally planned. It has been found through research, however, that virtual reality situations may be able to increase one's desire to participate in therapy and therefore increase their chances of achieving their therapeutic goals, unlike those left behind by the usual method.

Game-Based Rehabilitation - YouTube
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Physical rehabilitation

The University of Essex conducted research to evaluate efficacy including the Wii in established fall prevention training programs to improve balance, mobility, and educate recovery from falling instances. After 7 weeks of prevention training, the results show that the Wii can positively support standard rehabilitation, although the use of games alone will not be encouraged. On the other hand, the participants found a fun Wii game experience, which could support the patient's involvement for the training. A further longitudinal study will be necessary to conclude if the incidence of falls can decrease over time. Extending this study, another study conducted by the same University of Essex found that training with the Wii can imply on mood and self-esteem. This behavior is observed in women who participated in this latter study for prevention of falls. As the researchers said, it would not be appropriate to generalize, but one participant who has the greatest improvement in functional measures has the greatest positive change in wellbeing, which could indicate that the use of Wii in addition to falling preventative training standards can improve not only results functional but also psychological. There has been considerable progress in the physical rehabilitation community, advances such as technology have created a more effective and easier way for patients to approach their rehabilitation journey.

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Neurological rehabilitation

Several games have been created to support stroke rehabilitation and to alleviate the boredom and frustration patients can face with frequent visits to the therapeutic center. Game therapy can be prescribed by physicians, physical or speech therapists to support the recovery of damaged muscles and the brain to re-learn to control the damaged movements. For example, 'Circus Challenge', created by Newcastle University scientists, is a Wii-based game developed specifically to support hand and arm restoration. Also, Wii Sports in Video Rehabilitation Game is beneficial for patient recovery and provides motivation for alternative recreational activities. Game difficulties increase when patients recover, and their progress can be traced by the therapist.

Also to support upper extremity muscle recovery, ARMStrokes was recently introduced as a mobile app to help stroke survivors complete their rehabilitation exercises. The game is a real-time application that provides a communication platform to facilitate patient interaction with their therapist or doctor. Research to evaluate whether this technology can have a positive impact on the stroke recovery process is currently underway.

Cerebral palsy is also a target of game use to support children and adults affected by this disorder. Research has shown that children with cerebral palsy can benefit from Wii games such as jogging, cycling, snowboarding, and skiing to increase their level of physical activity. This physical activity can be challenging and limited to these children due to accessibility issues posed by financial and community constraints, such as lack of equipment or availability of exercise instructors, and even transportation problems. While there is great interest in using video game rehabilitation with children with cerebral palsy, it is difficult to compare the results between studies, and therefore to reach evidence-based conclusions on their effectiveness. Due to popular video games, this can help motivate children to continue therapy. There is moderate evidence for improvement with motor balance and skill in children and adolescents, but is not recommended as an effective therapy. One discovery addressed to Cerebral Palsy patients is THE ORBIT Gaming System that improves Cerebral Palsy patients with hand disorders. The Orbit Gaming System contains the result of using both hands to physically train the strength of the patient in their hands while creating a pleasant environment for recovery.

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Mobile phone app

Expanding beyond virtual reality and gaming systems, a new segment of video game rehabilitation focuses on games that can be played on mobile phones or tablet computers - mobile apps. Although this is not necessarily a standard video game console, it is more often seen as an alternative with the introduction of more smart phones in the market. Thus, researchers have recently begun experimenting with how mobile applications can also contribute to rehabilitation measures. Although still relatively new, this concept proved effective in rehabilitation of the wrist and hand on various occasions. Rehabilitation wrists through droid-based games, for example, reveal that patients can have more flexibility in their therapy sessions by tracking their progress on their phone and taking home exercises with them. It was also found that they could create more customized therapy sessions through the use of the patient's mobile device. Increasing the use of fingers after a stroke is another area that has proven effective for this methodology. In this case, the general mobile app, Fruit Ninja, is used to track the use of the fingers and control their hands by the patient while performing subtle movements like cutting fruit in a game. Another application that can improve recovery is iTherapy, a mobile app designed for cognition and language rehabilitation. This allows therapeutic interactions between medical professionals and their patients who improve their recovery journey. Not only does the application track the progress of a survivor stroke, it also allows patients to send personal messages when they have fulfilled their current recovery goals. This app is a therapist everywhere. An application to improve people suffering from strokes is called Dragon Dictation which turns conversation into text that can help patients to work on their speaking ability rather than writing. It helps the recovery of stroke patients to restore some of the simplest tasks. Positive results indicate that patient interaction with the game can determine and complement other therapeutic methods used. The evidence in the study shows that this type of game system (haptic apps and devices are effective in the rehabilitation process.

Video game-based physical therapy aims to make rehabilitation a ...
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Results

The Timed Up and Go (TUG) score has improved considerably after being involved in game rehab. Several studies have produced output indicating that Wii games can effectively improve patient scores after a certain rehabilitation period through them. Stroke recovery patients and patients with Acquired brain injury are two examples of this output. Both classes of patients have been shown to display slightly better improvement when using Wii games or Wii balance boards than when engaged in regular therapy methodologies. Continuing these classes, research continues to prove that these scores can be improved in a variety of patients with various physical disabilities and from multiple backgrounds.

In a recent study, professionals have proven that therapists and patients create positive relationships during physical rehabilitation with video games.

Balance and energy expenditure are other major improvements seen among patients from game rehabilitation methods. Methods such as using the Wii Fit and Wii Sports have proven effective in increasing this number among various patients. Elderly patients and cerebral palsy have been the focus of this output, as both have the ability to improve their life categories. In particular, the elderly have been shown to show poor balance and mobility due to aging conditions, resulting in the need for rehabilitation interventions and cerebral palsy patients displaying a combination of poor posture and poor balance that results in the need for therapy, as well. Secondly, after a period of involvement in various Wii-based games, it has shown an improvement comparable to, or better than, what they display during the regular methodology, gaining support for this system. In particular, for the elderly community, the exercise of an interactive video-based system on balance can improve balance after 6 weeks of implementation. Elderly patients with Parkinson's disease show improved performance in daily life activities after 14 sessions of balance training, with no associated additional benefits. with Wii-based motor and cognitive training.

Finally, the rehabilitation of motor skills has been proposed as another possible way in which the game can be used for rehabilitation purposes. Stroke patients who have motor difficulties of the upper extremities have been the main focus of this subject and, in this case, various game environments have been tried. The results showed that the Fugl-Meyer EU score and their Functional Independence Measurement Scale score increased after the period involved in virtual rehabilitation, indicating that their mobility dysfunction decreased and their degree of independence increased due to intervention. In addition, the output has suggested improving motor skills at a higher level, having some researchers suggest positive improvements in their stroke patients as a result of virtual rehabilitation methods. At this higher level, researchers have suggested improving the ability to walk, or ambulate, and increase the use of greater motor skills after the intervention. Another class of patients who have been studied less frequently in this rehabilitation category is the cerebral palsy patient. The ability to walk a certain distance without the use of aids is a method of measurement for this category. After some time working with Wii-based systems, it shows that a patient who struggles with walking long before, is able to walk more distant distance. This suggests a greater increase in motor skills, while stroke patients exhibit enhanced smooth motor skills, which are focussed strictly on the use of upper limbs during game rehabilitation.

Negative results

If one-handed rehabilitation through the game may be beneficial as it can improve motivation for rehabilitation and reduce the disruption of routine tedious medical treatments, injuries arising from over-reported gameplay are sometimes reported, such as tendonitis, patellar dislocations or hand lacerations. A recent study proves that when incorporating video games into a patient's therapeutic routine can increase their chances of developing musculoskeletal. Although these injuries are occasional or infrequent, large-scale research will be needed to investigate the occurrence of this damage facing millions of gaming users worldwide.

It has also been suggested that the use of game systems for home-based rehabilitation may increase the lack of communication between therapists and patients. In this case, it is difficult to track the patient's development properly, and the effects of the therapy are unknown. There is also a possibility in this scenario that the lack of tracking also increases the time spent on the task, because the therapist does not see correctly the patient's performance level. Other challenges in video game rehabilitation may result in a lack of computer skills on the part of the therapist, lack of supporting infrastructure, expensive equipment, inadequate communication infrastructure, and patient safety issues.

In addition, the general effects of virtual reality environments, such as dizziness, nausea, and disorientation, have also been found to produce cases of rehabilitation through this methodology. Because this scenario works in conjunction with other virtual reality scenarios, this scenario is not exempt from the negative results that can be seen across the board of this type of system, and the patient has shown this to be obvious. The virtual reality system has also proven difficult to maintain and clean up after use, which has caused some people to stray from its use and stick to the regular methodology.

Finally, gaming technology is believed to promote physical activity in clinical populations with multiple sclerosis, although there is no consensus about the duration of training, intensity or outcomes used to assess clinical effectiveness, suggesting that randomized controlled trials should be conducted comparing gaming technology to traditional exercise for this population. Similarly, the same can be said with the results in the field of video game rehabilitation with elderly patients. While there is a consensus being built, there are still some results that seem insignificant in their findings and remain inconclusive. Not much data is available about adverse outcomes such as falling off when using video games as part of rehabilitation.

Using virtual reality to advance physical therapy
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Theory

In the next 100 years, researchers believe the technology will be at the heart of occupational therapy as a fundamental part of human occupation and human experience. Moving in the future, technology will grow stronger and stronger and will emerge deep into career work. Video game rehab will take over the occupation career and what it uses.

iDANCE used for childeren's rehabilitation | Positive Gaming
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See also

  • Extrude
  • mHealth
  • Serious game
  • Virtual Rehabilitation
  • virtual reality therapy

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References

Source of the article : Wikipedia

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