Journal
CURRENT NEUROLOGY AND NEUROSCIENCE REPORTS
Volume 22, Issue 3, Pages 183-195Publisher
SPRINGER
DOI: 10.1007/s11910-022-01181-y
Keywords
Stroke; Neurological rehabilitation; Virtual reality; Video games; Stroke rehabilitation
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This review evaluates the recent literature on the adoption and use of gamification in neurorehabilitation after stroke. The findings suggest that gamification of rehabilitation protocols is both feasible and effective, but deployment strategies and scalability need to be addressed.
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. 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.
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