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Research Paper

Effectiveness of commercial video gaming on fine motor control in chronic stroke within community-level rehabilitation

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Pages 2184-2191 | Received 27 Apr 2014, Accepted 22 Dec 2014, Published online: 14 Jan 2015

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Drew H. Redepenning, Sara A. Huss & Shivaali Maddali. (2023) Influence of adaptive video gaming on quality of life and social relationships. Assistive Technology 35:4, pages 339-346.
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Gisele Carla dos Santos Palma, Tatiana Beline Freitas, Giordano Márcio Gatinho Bonuzzi, Marcos Antonio Arlindo Soares, Paulo Henrique Wong Leite, Natália Araújo Mazzini, Murilo Ruas Groschitz Almeida, José Eduardo Pompeu & Camila Torriani-Pasin. (2017) Effects of virtual reality for stroke individuals based on the International Classification of Functioning and Health: a systematic review. Topics in Stroke Rehabilitation 24:4, pages 269-278.
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Kate Paquin, Jamie Crawley, Jocelyn E. Harris & Sean Horton. (2016) Survivors of chronic stroke – participant evaluations of commercial gaming for rehabilitation. Disability and Rehabilitation 38:21, pages 2144-2152.
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Articles from other publishers (19)

Miguel Pereira, Patrícia Oliveira, Manuela Gomes, Ângela Fernandes, Paula Portugal & Tiago Coelho. 2023. Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation. Handbook of Research on Advances in Digital Technologies to Promote Rehabilitation and Community Participation 341 374 .
Shilpa Krishnan, Mahender A. Mandala, Steven L. Wolf, Ayanna Howard & Trisha M. Kesar. (2023) Perceptions of stroke survivors regarding factors affecting adoption of technology and exergames for rehabilitation. PM&R 15:11, pages 1403-1410.
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Ozden Erkan Ogul, Dilber Karagozoglu Coskunsu, Sumeyye Akcay, Kubra Akyol, Lutfu Hanoglu & Necla Ozturk. (2023) The effect of Electromyography (EMG)-driven Robotic Treatment on the recovery of the hand Nine years after stroke. Journal of Hand Therapy 36:1, pages 234-240.
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Hai-Yan Hou & Hui-Jie Li. (2022) Effects of exergame and video game training on cognitive and physical function in older adults: A randomized controlled trial. Applied Ergonomics 101, pages 103690.
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Soheila Saeedi, Marjan Ghazisaeedi & Sorayya Rezayi. (2021) Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review. Journal of Healthcare Engineering 2021, pages 1-27.
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Dorothea Sze Min Ong, Melvyn Zhang Weibin & Ranganath Vallabhajosyula. (2021) Serious games as rehabilitation tools in neurological conditions: A comprehensive review. Technology and Health Care 29:1, pages 15-31.
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Rita Pires Magalhães, Sara Rodrigues Barbeiro, Vanessa Taveira, Bruno Magalhães & Gustavo Ferreira. (2020) JOGOS USADOS NA REABILITAÇÃO APÓS ACIDENTE VASCULAR CEREBRAL: SCOPING REVIEW. Revista Portuguesa de Enfermagem de Reabilitação 3:1, pages 27-41.
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Maritta Välimäki, Kaisa Mishina, Johanna K Kaakinen, Suvi K Holm, Jukka Vahlo, Markus Kirjonen, Virve Pekurinen, Olli Tenovuo, Jyrki Korkeila, Heikki Hämäläinen, Jaana Sarajuuri, Pekka Rantanen, Tage Orenius & Aki Koponen. (2018) Digital Gaming for Improving the Functioning of People With Traumatic Brain Injury: Randomized Clinical Feasibility Study. Journal of Medical Internet Research 20:3, pages e77.
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Ákos Jobbágy, Anikó Rita Marik & Gábor Fazekas. (2018) Quantification of the Upper Extremity Motor Functions of Stroke Patients Using a Smart Nine-Hole Peg Tester. Journal of Healthcare Engineering 2018, pages 1-9.
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Johanna Jonsdottir, Rita Bertoni, Michael Lawo, Angelo Montesano, Thomas Bowman & Silvia Gabrielli. (2018) Serious games for arm rehabilitation of persons with multiple sclerosis. A randomized controlled pilot study. Multiple Sclerosis and Related Disorders 19, pages 25-29.
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Bruno BonnechèreBruno Bonnechère. 2018. Serious Games in Physical Rehabilitation. Serious Games in Physical Rehabilitation 41 109 .
Madeleine Ordnung, Maike Hoff, Elisabeth Kaminski, Arno Villringer & Patrick Ragert. (2017) No Overt Effects of a 6-Week Exergame Training on Sensorimotor and Cognitive Function in Older Adults. A Preliminary Investigation. Frontiers in Human Neuroscience 11.
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Rachel C. Stockley, Deborah A. O’Connor, Phil Smith, Sylvia Moss, Lizzie Allsop & Wendy Edge. (2017) A Mixed Methods Small Pilot Study to Describe the Effects of Upper Limb Training Using a Virtual Reality Gaming System in People with Chronic Stroke. Rehabilitation Research and Practice 2017, pages 1-8.
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Iris Brunner, Jan Sture Skouen, H?kon Hofstad, J?rg A?muss, Frank Becker, Hanne Pallesen, Liselot Thijs & Geert Verheyden. (2016) Is upper limb virtual reality training more intensive than conventional training for patients in the subacute phase after stroke? An analysis of treatment intensity and content. BMC Neurology 16:1.
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Bruno Bonnechère, Bart Jansen, Lubos Omelina & Serge Van Sint Jan. (2016) The use of commercial video games in rehabilitation: a systematic review. International Journal of Rehabilitation Research 39:4, pages 277-290.
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Nick Hird, Samik Ghosh & Hiroaki Kitano. (2016) Digital health revolution: perfect storm or perfect opportunity for pharmaceutical R&D?. Drug Discovery Today 21:6, pages 900-911.
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Sergi Bermúdez i Badia, Gerard G. Fluet, Roberto Llorens & Judith E. Deutsch. 2016. Neurorehabilitation Technology. Neurorehabilitation Technology 573 603 .
Maria Luiza Cincoetti Galvão, Príscila Michelle Gouvêa, Gabriela Nagai Ocamoto, Adriana Teresa Silva, Luciana Maria dos Reis, Carolina Kosour & Andréia Maria Silva. (2015) Efeito da Realidade Virtual na Função Motora do Membro Superior Parético Pós-Acidente Vascular Cerebral. Revista Neurociências 23:4, pages 493-498.
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Mina Sadat Mirshoja, Ali Akbar Pahlevanian & Mohammad Amoozadeh Khalili. (2015) Comparison of Fine Motor Skills in Patients With Chronic Stroke in Final Stages of Bronestrum and Healthy Adults. Middle East Journal of Rehabilitation and Health 2:4.
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