• español
    • English
  • English 
    • español
    • English
  • Login
View Item 
  •   DSpace Home
  • Producción Científica
  • Departamento de Ingenieria Electrónica y de Computadores
  • DACETE-Artículos, capítulos, libros...
  • View Item
  •   DSpace Home
  • Producción Científica
  • Departamento de Ingenieria Electrónica y de Computadores
  • DACETE-Artículos, capítulos, libros...
  • View Item
JavaScript is disabled for your browser. Some features of this site may not work without it.

Gamified devices for stroke rehabilitation: a systematic review

Thumbnail
View/Open
Gamified_devices_for_stroke_rehabilitation__a_review.pdf (6.158Mb)
Author
Sánchez-Gil, Juan J.
Sáez Manzano, Aurora
López Luque, Rafael
Ochoa Sepúlveda, Juan J.
Cañete-Carmona, Eduardo
Publisher
Elsevier
Date
2025
Subject
Stroke
Gamification
Neurorehabilitation
Neuroplasticity
Gamified therapy
Biomedical engineering
METS:
Mostrar el registro METS
PREMIS:
Mostrar el registro PREMIS
Metadata
Show full item record
Abstract
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.
URI
http://hdl.handle.net/10396/29975
Fuente
Sánchez-Gil, J. J., Sáez-Manzano, A., López-Luque, R., Ochoa-Sepúlveda, J. J., & Cañete-Carmona, E. (2024). Gamified devices for stroke rehabilitation: A systematic review. Computer methods and programs in biomedicine, 258, 108476. Advance online publication. https://doi.org/10.1016/j.cmpb.2024.108476
Versión del Editor
https://doi.org/10.1016/j.cmpb.2024.108476
Collections
  • Artículos, capítulos, libros...UCO
  • DACETE-Artículos, capítulos, libros...

DSpace software copyright © 2002-2015  DuraSpace
Contact Us | Send Feedback
© Biblioteca Universidad de Córdoba
Biblioteca  UCODigital
 

 

Browse

All of DSpaceCommunities & CollectionsBy Issue DateAuthorsTitlesSubjectsThis CollectionBy Issue DateAuthorsTitlesSubjects

My Account

LoginRegister

Statistics

View Usage Statistics

De Interés

Archivo Delegado/AutoarchivoAyudaPolíticas de Helvia

Compartir


DSpace software copyright © 2002-2015  DuraSpace
Contact Us | Send Feedback
© Biblioteca Universidad de Córdoba
Biblioteca  UCODigital