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Original Articles

Development of an Interactive Game-Based Rehabilitation Tool for Dynamic Balance Training

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Pages 345-352 | Published online: 05 Jan 2015

Keep up to date with the latest research on this topic with citation updates for this article.

Read on this site (11)

Helen Morse, Laura Biggart, Valerie Pomeroy & Stéphanie Rossit. (2022) Exploring perspectives from stroke survivors, carers and clinicians on virtual reality as a precursor to using telerehabilitation for spatial neglect post-stroke. Neuropsychological Rehabilitation 32:5, pages 767-791.
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Omar Mubin, Fady Alnajjar, Abdullah Al Mahmud, Nalini Jishtu & Belal Alsinglawi. (2022) Exploring serious games for stroke rehabilitation: a scoping review. Disability and Rehabilitation: Assistive Technology 17:2, pages 159-165.
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Daegyun Lee & Youngsook Bae. (2020) The Effectiveness of Driving Game on Trunk Control and Gait Ability in Stroke. Journal of Motor Behavior 52:1, pages 33-40.
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Caitlin Hamilton, Meryl Lovarini, Annie McCluskey, Tarcisio Folly de Campos & Leanne Hassett. (2019) Experiences of therapists using feedback-based technology to improve physical function in rehabilitation settings: a qualitative systematic review. Disability and Rehabilitation 41:15, pages 1739-1750.
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Giorgia Lupinacci, Gianluca Gatti, Corrado Melegari & Saverio Fontana. (2018) Interactive design of patient-oriented video-games for rehabilitation: concept and application. Disability and Rehabilitation: Assistive Technology 13:3, pages 234-244.
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Nildo Manoel da Silva Ribeiro, Daniel Dominguez Ferraz, Érika Pedreira, Ígor Pinheiro, Ana Cláudia da Silva Pinto, Mansueto Gomes Neto, Luan Rafael Aguiar dos Santos, Michele Gea Guimarães Pozzato, Ricardo Silva Pinho & Marcelo Rodrigues Masruha. (2015) Virtual rehabilitation via Nintendo Wii® and conventional physical therapy effectively treat post-stroke hemiparetic patients. Topics in Stroke Rehabilitation 22:4, pages 299-305.
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Carlos Faria, Jorge Silva & Aurélio Campilho. (2015) Rehab@home: a tool for home-based motor function rehabilitation. Disability and Rehabilitation: Assistive Technology 10:1, pages 67-74.
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Deirdre M. Casserly & Gillian D. Baer. (2014) Effectiveness of commercially available gaming devices in upper limb stroke rehabilitation. Physical Therapy Reviews 19:1, pages 15-23.
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Kathleen A Bieryla & Neil M Dold. (2013) Feasibility of Wii Fit training to improve clinical measures of balance in older adults. Clinical Interventions in Aging 8, pages 775-781.
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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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Articles from other publishers (133)

Sharon Zlotnik, Patrice L. (Tamar) Weiss, Daphne Ruth Raban & Adina Houldin-Sade. (2023) Use of Gamification for Adult Physical Rehabilitation in Occupational Therapy; A Novel Concept?. Hong Kong Journal of Occupational Therapy 36:2, pages 51-56.
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Zoran Vrhovski, Goran Benkek, Krunoslav Husak & Ivan Sekovanić. (2023) Development and Validation of a System for Game Control Based on a Force Plate. Applied Sciences 13:21, pages 11753.
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Stefania Serafin, Ali Adjorlu & Lone Marianne Percy-Smith. (2023) A Review of Virtual Reality for Individuals with Hearing Impairments. Multimodal Technologies and Interaction 7:4, pages 36.
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Haiying Guo, Yuzhe Huang & Hui Liu. (2023) EFFECT OF BALANCE TRAINING ON AEROBICS TEACHING FOR UNIVERSITY STUDENTS. Revista Brasileira de Medicina do Esporte 29.
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Francesco Zanatta, Anna Giardini, Antonia Pierobon, Marco D’Addario & Patrizia Steca. (2022) A systematic review on the usability of robotic and virtual reality devices in neuromotor rehabilitation: patients’ and healthcare professionals’ perspective. BMC Health Services Research 22:1.
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Peter Fermin Dajime, Heather Smith & Yanxin Zhang. (2022) Bespoke Exergames for Balance Improvement and Fall Risk Reduction in Community-Dwelling Older Adults: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. IEEE Transactions on Games 14:4, pages 687-695.
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Silvia Giovannini, Fabrizio Brau, Vincenzo Galluzzo, Domenico Alessandro Santagada, Claudia Loreti, Lorenzo Biscotti, Alice Laudisio, Giuseppe Zuccalà & Roberto Bernabei. (2022) Falls among Older Adults: Screening, Identification, Rehabilitation, and Management. Applied Sciences 12:15, pages 7934.
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Andrea Tacchino, Michela Ponzio, Paolo Confalonieri, Letizia Leocani, Matilde Inglese, Diego Centonze, Eleonora Cocco, Paolo Gallo, Damiano Paolicelli, Marco Rovaris, Loredana Sabattini, Gioacchino Tedeschi, Luca Prosperini, Francesco Patti, Placido Bramanti, Elisabetta Pedrazzoli, Mario Alberto Battaglia & Giampaolo Brichetto. (2022) MS-FIT, an interactive Kinect-based Multiple Sclerosis Fitness Intervention Training with Pilates exercises: Development and Usability study. (Preprint). JMIR Serious Games.
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Mukesh Soni, Tissa Wijeratne & David Ackland. (2022) Cadence Feedback and Video-Based Engagement Improves Motivation and Performance during Pedalling in Stroke Patients. Applied Sciences 12:14, pages 7281.
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Sung-Hoon Choi, Ji-Young Lee & Byoung-Hee Lee. (2022) The effect of balance training using visual information on the trunk control, balance and gait ability in patients with subacute stroke: Randomized controlled trial. The Journal of Korean Academy of Physical Therapy Science 29:2, pages 1-13.
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Michael Francis Norwood, David Ross Painter, Chelsea Hannah Marsh, Connor Reid, Trevor Hine, Daniel S. Harvie, Susan Jones, Kelly Dungey, Ben Chen, Marilia Libera, Leslie Gan, Julie Bernhardt, Elizabeth Kendall & Heidi Zeeman. (2022) The attention atlas virtual reality platform maps three-dimensional (3D) attention in unilateral spatial neglect patients: a protocol. Brain Impairment, pages 1-20.
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Yu-Han Wang. (2022) Understanding Senior Users’ Needs, Preference, and Experience In Commercial Exergames for Health: Usability Study (Preprint). JMIR Serious Games.
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Cihan Caner AKSOY, İsmail SARACOGLU, Emrah AFSAR, Betül TAŞPINAR & Ferruh TASPİNAR. (2021) The Effectiveness of Nintendo Wii ® Exercises in Rehabilitation Following Knee Surgery: A Systematic Review and Meta-analysisNintendo Wii ® Egzersizlerinin Diz Cerrahileri Sonrası Etkinliği: Sistematik İnceleme ve Meta-analiz. Izmir Democracy University Health Sciences Journal 4:3, pages 267-284.
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David Hyldgaard, Frederik Jarosch von Schweder, Qasim Ali, Ilona Heldal, Mari Kalland Knapstad & Torbjorn Aasen. (2021) Open Source Affordable Balance Testing based on a Nintendo Wii Balance Board. Open Source Affordable Balance Testing based on a Nintendo Wii Balance Board.
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Chong Tune Hau, Darwin Gouwanda, Alpha A. Gopalai, Cheng Yee Low & Fazah A. Hanapiah. (2021) Gamification and Control of Nitinol Based Ankle Rehabilitation Robot. Biomimetics 6:3, pages 53.
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Chaowanan Khundam & Frédéric Nöel. (2021) A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames. International Journal of Computer Games Technology 2021, pages 1-16.
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Jerónimo J. González-Bernal, Maha Jahouh, Josefa González-Santos, Juan Mielgo-Ayuso, Diego Fernández-Lázaro & Raúl Soto-Cámara. (2021) Influence of the Use of Wii Games on Physical Frailty Components in Institutionalized Older Adults. International Journal of Environmental Research and Public Health 18:5, pages 2723.
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Abison Logeswaran, Chris Munsch, Yu Jeat Chong, Neil Ralph & Jo McCrossnan. (2021) The role of extended reality technology in healthcare education: Towards a learner-centred approach. Future Healthcare Journal 8:1, pages e79-e84.
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Sriparna Saha & Neha Das. 2021. Handbook of Computational Intelligence in Biomedical Engineering and Healthcare. Handbook of Computational Intelligence in Biomedical Engineering and Healthcare 261 282 .
Yuqi Liu, Yao Song & Ryoichi Tamura. (2020) Hedonic and Utilitarian Motivations of Home Motion-Sensing Game Play Behavior in China: An Empirical Study. International Journal of Environmental Research and Public Health 17:23, pages 8794.
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D. T. L. Shek, C. M. S. Ma & Z. Yang. (2019) Transformation and Development of University Students through Service-Learning: a Corporate-Community-University Partnership Initiative in Hong Kong (Project WeCan). Applied Research in Quality of Life 15:5, pages 1375-1393.
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Fatma Uğur & Meral Sertel. (2020) The Effect of Virtual Reality Applications on Balance and Gait Speed in Individuals With Alzheimer Dementia. Topics in Geriatric Rehabilitation 36:4, pages 221-229.
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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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Adel Baselizadeh, Amir Behjat, Ali Torabi & Saeed Behzadipour. (2020) Using robotic mechanical perturbations for enhanced balance assessment. Medical Engineering & Physics 83, pages 7-14.
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João Almeida & Francisco Nunes. (2020) The Practical Work of Ensuring Effective Use of Serious Games in a Rehabilitation Clinic: A Qualitative Study. JMIR Rehabilitation and Assistive Technologies 7:1, pages e15428.
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Mark D. Griffiths, Daria J. Kuss & Angelica B. Ortiz de Gortari. 2020. Alternative Pain Management. Alternative Pain Management 324 363 .
Ahona Ghosh & Sriparna Saha. 2020. Handbook of Research on Emerging Trends and Applications of Machine Learning. Handbook of Research on Emerging Trends and Applications of Machine Learning 312 337 .
Sahba Taslimipour, Zahra Rojhani-Shirazi, Ladan Hemmati & Iman Rezaei. (2020) Effects of a Virtual Reality Dance Training Program on Kyphosis Angle and Respiratory Parameters in Young Women With Postural Hyperkyphosis: A Randomized Controlled Clinical Trial. Journal of Sport Rehabilitation, pages 1-7.
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Nahid Norouzi-Gheidari, Alejandro Hernandez, Philippe S. Archambault, Johanne Higgins, Lise Poissant & Dahlia Kairy. (2019) Feasibility, Safety and Efficacy of a Virtual Reality Exergame System to Supplement Upper Extremity Rehabilitation Post-Stroke: A Pilot Randomized Clinical Trial and Proof of Principle. International Journal of Environmental Research and Public Health 17:1, pages 113.
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Manon Wentink, L. van Bodegom-Vos, B. Brouns, H. Arwert, S. Houdijk, P. Kewalbansing, L. Boyce, T. Vliet Vlieland, A. de Kloet & J. Meesters. (2019) How to improve eRehabilitation programs in stroke care? A focus group study to identify requirements of end-users. BMC Medical Informatics and Decision Making 19:1.
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Gabriel Fuertes Muñoz, Ramón A. Mollineda, Jesús Gallardo Casero & Filiberto Pla. (2019) A RGBD-Based Interactive System for Gaming-Driven Rehabilitation of Upper Limbs. Sensors 19:16, pages 3478.
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Hyeon-Jeong Noh, Soon-Hyun Lee & Dae-Hyouk Bang. (2019) Three-Dimensional Balance Training Using Visual Feedback on Balance and Walking Ability in Subacute Stroke Patients: A Single-Blinded Randomized Controlled Pilot Trial. Journal of Stroke and Cerebrovascular Diseases 28:4, pages 994-1000.
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Tahayori B & Koceja D. (2019) Exercise induced operant conditioning of the H-reflex in stroke patients: Hopes for improving motor function through inducing plastic changes in the spinal pathways. Journal of Neurology, Neurological Science and Disorders, pages 001-005.
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Hyo Bin Lee, Ho Suk Choi & Won Seob Shin. (2018) Effect of Game-Based Balance Training with CIMT on Pain, Muscle Strength, Range of Motion and Dynamic Balance in Female Patients with Total Knee Replacement. The Journal of Korean Physical Therapy 30:5, pages 159-165.
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Fernando Trincado-Alonso, Eduardo López-Larraz, Francisco Resquín, Aitor Ardanza, Soraya Pérez-Nombela, José Luis Pons, Luis Montesano & Ángel Gil-Agudo. (2017) A Pilot Study of Brain-Triggered Electrical Stimulation with Visual Feedback in Patients with Incomplete Spinal Cord Injury. Journal of Medical and Biological Engineering 38:5, pages 790-803.
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Yi-Tsen Pan, Zachary Lamb, Jennifer Macievich & Katherine A. Strausser. (2018) A Vibrotactile Feedback Device for Balance Rehabilitation in the EksoGT™ Robotic Exoskeleton. A Vibrotactile Feedback Device for Balance Rehabilitation in the EksoGT™ Robotic Exoskeleton.
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Abdullah Tobaigy, Mansour Abdullah Alshehri, Suzanne Timmons & Omar Farouk Helal. (2018) The feasibility of using exergames as a rehabilitation tool: the attitudes, awareness, opinions and experiences of physiotherapists, and older people towards exergames. Journal of Physical Therapy Science 30:4, pages 555-562.
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Muhammad Raheel Afzal, Min-Kyun Oh, Hye Young Choi & Jungwon Yoon. (2016) A novel balance training system using multimodal biofeedback. BioMedical Engineering OnLine 15:1.
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Giovanni Morone, Teresa Paolucci, Sara Luziatelli, Marco Iosa, Cristina Piermattei, Federico Zangrando, Stefano Paolucci, Maria Chiara Vulpiani, Vincenzo Maria Saraceni, Carlo Baldari & Laura Guidetti. (2016) Wii Fit is effective in women with bone loss condition associated with balance disorders: a randomized controlled trial. Aging Clinical and Experimental Research 28:6, pages 1187-1193.
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Gui-bin Song & Eun-cho Park. (2016) Comparison of the Effects of Task-oriented training and Virtual reality training on upper extremity function, balance ability, and depression in stroke patients. Journal of the Korean Society of Physical Medicine 11:1, pages 115-125.
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Wan-Chen Lee, Miriam C. Reyes-Fernández, Rubén Posada-Gómez, Ulises Juárez-Martínez, Albino Martínez-Sibaja & Giner Alor-Hernández. (2016) Using health games for rehabilitation of patients with infantile cerebral palsy. Journal of Physical Therapy Science 28:8, pages 2293-2298.
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Giovanni Morone, Marco Tramontano, Marco Iosa, Jacob Shofany, Antonella Iemma, Massimo Musicco, Stefano Paolucci & Carlo Caltagirone. (2014) The Efficacy of Balance Training with Video Game-Based Therapy in Subacute Stroke Patients: A Randomized Controlled Trial. BioMed Research International 2014, pages 1-6.
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