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Narrative Review

The potential psychological benefits of active video games in the rehabilitation of musculoskeletal injuries and deficiencies

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Abstract

Background:

Recent literature suggests that active video games (AVGs) may offer potential psychological benefits during the rehabilitation of musculoskeletal injuries and their corresponding deficiencies.

Objectives:

To review existing literature regarding the potential psychological benefits of AVGs within the context of rehabilitation from musculoskeletal injury or debilitation.

Method:

A narrative review of the literature that used the Population, Intervention, Comparison, and Outcome (PICO) method was conducted. The literature review included studies that discussed and/or investigated potential psychological benefits of AVGs during musculoskeletal rehabilitation. Of the total 163 papers that were identified, 30 met the inclusion criteria.

Results:

The Nintendo® Wii™ (Nintendo Co., Ltd, Kyoto, Japan) was the most commonly used games console that was employed in AVG interventions (15 out of 21), and these studies that investigated potential psychological benefits were typically conducted with elderly populations. These studies reported that using AVGs in musculoskeletal rehabilitation resulted in a number of positive psychological effects (e.g. enjoyment, effects on self). However, most studies lacked a clear theoretical framework, and varied greatly in their designs and methodologies.

Conclusion:

Despite encouraging findings of AVGs use, insufficient evidence exists to reliably verify or refute the potential psychological benefits of AVGs in musculoskeletal rehabilitation. It is recommended that future studies in this area contain a theoretical framework to ensure greater consistency in the methodology used and the execution of the intervention. The potential findings of such investigations may result in the development of optimal, client-tailored rehabilitation programmes.

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