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Articles

Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation

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Pages 355-363 | Published online: 19 Jul 2013

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Fredrik Glännfjord, Helena Hemmingsson & Åsa Larsson Ranada. (2017) Elderly people’s perceptions of using Wii sports bowling – A qualitative study. Scandinavian Journal of Occupational Therapy 24:5, pages 329-338.
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Alison M. J. Chung, Lisa A. Harvey & Leanne M. Hassett. (2016) Do people with intellectual disability use Nintendo Wii when placed in their home as part of a physiotherapy program? An observational study. Disability and Rehabilitation: Assistive Technology 11:4, pages 310-315.
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Jennifer Jelsma, Marieke Pronk, Gillian Ferguson & Dorothee Jelsma-Smit. (2013) The effect of the Nintendo Wii Fit on balance control and gross motor function of children with spastic hemiplegic cerebral palsy. Developmental Neurorehabilitation 16:1, pages 27-37.
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HannahR. Marston. (2013) Design Recommendations for Digital Game Design within an Ageing Society. Educational Gerontology 39:2, pages 103-118.
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Belinda Lange, Sebastian Koenig, Chien-Yen Chang, Eric McConnell, Evan Suma, Mark Bolas & Albert Rizzo. (2012) Designing informed game-based rehabilitation tasks leveraging advances in virtual reality. Disability and Rehabilitation 34:22, pages 1863-1870.
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Nathan Harvey & Louise Ada. (2012) Suitability of Nintendo Wii Balance Board for rehabilitation of standing after stroke. Physical Therapy Reviews 17:5, pages 311-321.
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C M Smith, J E Read, C Bennie, L A Hale & S Milosavljevic. (2012) Can non-immersive virtual reality improve physical outcomes of rehabilitation?. Physical Therapy Reviews 17:1, pages 1-15.
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Judith E. Deutsch, Arielle Brettler, Caroline Smith, Jamie Welsh, Roshan John, Phyllis Guarrera-Bowlby & Michal Kafri. (2011) Nintendo Wii Sports and Wii Fit Game Analysis, Validation, and Application to Stroke Rehabilitation. Topics in Stroke Rehabilitation 18:6, pages 701-719.
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