TY - JOUR
T1 - The Use of Serious Gaming to Improve Sensorimotor Function and Motivation in People with Cerebral Palsy
T2 - A Systematic Review
AU - Crebbin, Kayley
AU - Grisbrook, Tiffany
AU - Elliott, Catherine
AU - Thornton, Ashleigh
PY - 2023/5/22
Y1 - 2023/5/22
N2 - 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.
AB - 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.
KW - Cerebral palsy
KW - Serious gaming
KW - Sensorimotor
KW - Motor control
KW - Rehabilitation
KW - Exergaming
KW - RANDOMIZED CONTROLLED-TRIAL
KW - INDUCED MOVEMENT THERAPY
KW - GROSS MOTOR FUNCTION
KW - UPPER EXTREMITY FUNCTION
KW - INTERACTIVE VIDEO GAMES
KW - QUALITY-OF-LIFE
KW - VIRTUAL-REALITY
KW - SINGLE-BLIND
KW - INTERRATER RELIABILITY
KW - MULTIMODAL THERAPY
UR - https://www.webofscience.com/wos/woscc/full-record/WOS:000860520500001
U2 - 10.1089/g4h.2022.0112
DO - 10.1089/g4h.2022.0112
M3 - Review article
C2 - 36161972
SN - 2161-783X
VL - 12
SP - 169
EP - 197
JO - Games for Health Journal
JF - Games for Health Journal
IS - 3
ER -