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Original Articles

Active Video-Gaming Effects on Balance and Mobility in Individuals with Chronic Stroke: A Randomized Controlled Trial

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Pages 218-225 | Published online: 05 Jan 2015

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Read on this site (6)

Iratxe Unibaso-Markaida & Ioseba Iraurgi. (2022) Commercial videogames in stroke rehabilitation: systematic review and meta-analysis. Topics in Stroke Rehabilitation 29:8, pages 551-567.
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Elizabeth Regan, Addie Middleton, Jill C. Stewart, Sara Wilcox, Joseph Lee Pearson & Stacy Fritz. (2020) The six-minute walk test as a fall risk screening tool in community programs for persons with stroke: a cross-sectional analysis. Topics in Stroke Rehabilitation 27:2, pages 118-126.
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Mario A. Parra & Rini I. Kaplan. (2019) Predictors of Performance in Real and Virtual Scenarios across Age. Experimental Aging Research 45:2, pages 180-198.
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Jerome Iruthayarajah, Amanda McIntyre, Andreea Cotoi, Steven Macaluso & Robert Teasell. (2017) The use of virtual reality for balance among individuals with chronic stroke: a systematic review and meta-analysis. Topics in Stroke Rehabilitation 24:1, pages 68-79.
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Michal Kafri & Ruth Dickstein. (2017) External validity of post-stroke interventional gait rehabilitation studies. Topics in Stroke Rehabilitation 24:1, pages 61-67.
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Articles from other publishers (53)

Seyedeh Maryam Ghazavi Dozin, Nasser Mohammad Rahimi & Reza Aminzadeh. (2023) Wii Fit-Based Biofeedback Rehabilitation Among Post-Stroke Patients: A Systematic Review and Meta-Analysis of Randomized Controlled Trial. Biological Research For Nursing 26:1, pages 5-20.
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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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Saleh M. Alhirsan, Carmen E. Capó-Lugo, Christopher P. Hurt, Gitendra Uswatte, Haiyan Qu & David A. Brown. (2023) The Immediate Effects of Different Types of Augmented Feedback on Fast Walking Speed Performance and Intrinsic Motivation After Stroke. Archives of Rehabilitation Research and Clinical Translation 5:2, pages 100265.
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Rega Sugianto, Umi Budi Rahayu & Rinna Ainul Maghfiroh. 2023. Proceedings of the International Conference on Health and Well-Being (ICHWB 2022). Proceedings of the International Conference on Health and Well-Being (ICHWB 2022) 515 529 .
Minjie Bian, Yuxian Shen, Yijie Huang, Lishan Wu, Yueyan Wang, Suyue He, Dongfeng Huang & Yurong Mao. (2022) A non-immersive virtual reality-based intervention to enhance lower-extremity motor function and gait in patients with subacute cerebral infarction: A pilot randomized controlled trial with 1-year follow-up. Frontiers in Neurology 13.
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Kendy Gui Fang Chan, Ying Jiang, Wen Ting Choo, Hadassah Joann Ramachandran, Yanjuan Lin & Wenru Wang. (2021) Effects of exergaming on functional outcomes in people with chronic stroke: A systematic review and meta‐analysis. Journal of Advanced Nursing 78:4, pages 929-946.
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Simone K. Huber, Ruud H. Knols, Patrick Arnet & Eling D. de Bruin. (2022) Motor-cognitive intervention concepts can improve gait in chronic stroke, but their effect on cognitive functions is unclear: A systematic review with meta-analyses. Neuroscience & Biobehavioral Reviews 132, pages 818-837.
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Gerard G. Fluet, Devraj Roy, Roberto Llorens, Sergi Bermúdez i Badia & Judith E. Deutsch. 2022. Neurorehabilitation Technology. Neurorehabilitation Technology 429 466 .
Naveed Anwar, Hossein Karimi, Ashfaq Ahmad, Nazia Mumtaz, Ghulam Saqulain & Syed Amir Gilani. (2021) A Novel Virtual Reality Training Strategy for Poststroke Patients: A Randomized Clinical Trial. Journal of Healthcare Engineering 2021, pages 1-6.
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Simone K. Huber, Jeremia P. O. Held, Eling D. de Bruin & Ruud H. Knols. (2021) Personalized Motor-Cognitive Exergame Training in Chronic Stroke Patients—A Feasibility Study. Frontiers in Aging Neuroscience 13.
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Ewa Szczerbik, Małgorzata Kalinowska, Anna Święcicka, Krzysztof Graff & Małgorzata Syczewska. (2021) The impact of two weeks of traditional therapy supplemented with virtual reality on balance control in neurologically-impaired children and adolescents. Journal of Bodywork and Movement Therapies 28, pages 513-520.
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Luca Prosperini, Valentina Tomassini, Letizia Castelli, Andrea Tacchino, Giampaolo Brichetto, Davide Cattaneo & Claudio Marcello Solaro. (2020) Exergames for balance dysfunction in neurological disability: a meta-analysis with meta-regression. Journal of Neurology 268:9, pages 3223-3237.
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Iratxe Unibaso-Markaida & Ioseba Iraurgi. (2021) Effect of the Wii Sports Resort on Mobility and Health-Related Quality of Life in Moderate Stroke. Behavioural Neurology 2021, pages 1-7.
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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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Afsoon Asadzadeh, Taha Samad-Soltani, Zahra Salahzadeh & Peyman Rezaei-Hachesu. (2021) Effectiveness of virtual reality-based exercise therapy in rehabilitation: A scoping review. Informatics in Medicine Unlocked 24, pages 100562.
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Naiane Araújo Patrício, Diogo Guedes Vidal, Elen Beatriz Pinto, Katia Nunes Sá & Abrahão Fontes Baptista. (2020) Effectiveness of virtual reality games for falls, postural oscillations, pain and quality of life of individual HAM/TSP: a randomized, controlled, clinical trial. Journal of NeuroVirology 26:5, pages 676-686.
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Heather Weber, Christopher Barr, Claire Gough & Maayken van den Berg. (2020) How Commercially Available Virtual Reality–Based Interventions Are Delivered and Reported in Gait, Posture, and Balance Rehabilitation: A Systematic Review. Physical Therapy 100:10, pages 1805-1815.
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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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Fabrizia Corona, Alex De Vita, Giovanni Filocamo, Michaela Foa, Pier Luca Lanzi, Amalia Lopopolo & Antonella Petaccia. (2020) Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games. Lower Limb Rehabilitation in Juvenile Idiopathic Arthritis using Serious Games.
Echezona Nelson Dominic Ekechukwu, Paul Olowoyo, Kingsley Obumneme Nwankwo, Olubukola A Olaleye, Veronica Ebere Ogbodo, Talhatu Kolapo Hamzat & Mayowa Ojo Owolabi. (2020) Pragmatic Solutions for Stroke Recovery and Improved Quality of Life in Low- and Middle-Income Countries—A Systematic Review. Frontiers in Neurology 11.
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Vilma Ferreira, Nelson CarvasJr.Jr., Mariana Cunha Artilheiro, José Eduardo Pompeu, Syed Ahmed Hassan & Karina Tamy Kasawara. (2018) Interactive Video Gaming Improves Functional Balance in Poststroke Individuals: Meta-Analysis of Randomized Controlled Trials. Evaluation & the Health Professions 43:1, pages 23-32.
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Fernanda Araújo Felipe, Fernanda Oliveira de Carvalho, Érika Ramos Silva, Nayara Gomes Lima Santos, Patrícia Almeida Fontes, Akeline Santos de Almeida, Diogo Costa Garção, Paula Santos Nunes & Adriano Antunes de Souza Araújo. (2020) Evaluation instruments for physical therapy using virtual reality in stroke patients: a systematic review. Physiotherapy 106, pages 194-210.
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T. George Hornby, Darcy S. Reisman, Irene G. Ward, Patricia L. Scheets, Allison Miller, David Haddad, Emily J. Fox, Nora E. Fritz, Kelly Hawkins, Christopher E. Henderson, Kathryn L. Hendron, Carey L. Holleran, James E. Lynskey & Amber Walter. (2020) Clinical Practice Guideline to Improve Locomotor Function Following Chronic Stroke, Incomplete Spinal Cord Injury, and Brain Injury. Journal of Neurologic Physical Therapy 44:1, pages 49-100.
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Elisa Ferrara, Serena Ponte, Matteo Morando & Silvana Dellepiane. 2019. Ambient Assisted Living. Ambient Assisted Living 227 240 .
Anna Aminov, Jeffrey M. Rogers, Sandy Middleton, Karen Caeyenberghs & Peter H. Wilson. (2018) What do randomized controlled trials say about virtual rehabilitation in stroke? A systematic literature review and meta-analysis of upper-limb and cognitive outcomes. Journal of NeuroEngineering and Rehabilitation 15:1.
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Noa Givon Schaham, Gabi Zeilig, Harold Weingarden & Debbie Rand. (2018) Game analysis and clinical use of the Xbox-Kinect for stroke rehabilitation. International Journal of Rehabilitation Research 41:4, pages 323-330.
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Desiderio Cano PorrasPetra SiemonsmaRivka InzelbergGabriel ZeiligMeir Plotnik. (2018) Advantages of virtual reality in the rehabilitation of balance and gait. Neurology 90:22, pages 1017-1025.
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Debbie Rand, Noa Givon & Michal Avrech Bar. (2018) A video-game group intervention: Experiences and perceptions of adults with chronic stroke and their therapists. Canadian Journal of Occupational Therapy 85:2, pages 158-168.
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Mohanraj Thirumalai, William B Kirkland, Samuel R Misko, Sangeetha Padalabalanarayanan & Laurie A Malone. (2018) Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation. JMIR Rehabilitation and Assistive Technologies 5:1, pages e2.
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Diana J. Gorbet & Lauren E. Sergio. (2018) Move faster, think later: Women who play action video games have quicker visually-guided responses with later onset visuomotor-related brain activity. PLOS ONE 13:1, pages e0189110.
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Kate E Laver, Belinda Lange, Stacey George, Judith E Deutsch, Gustavo Saposnik & Maria Crotty. (2017) Virtual reality for stroke rehabilitation. Cochrane Database of Systematic Reviews 2018:1.
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Edgar R. Rodríguez Ramírez, Will Duncan, Scott Brebner & Kah Chan. 2017. Proceedings of the Conference on Design and Semantics of Form and Movement - Sense and Sensitivity, DeSForM 2017. Proceedings of the Conference on Design and Semantics of Form and Movement - Sense and Sensitivity, DeSForM 2017.
Diana Tăut, Sebastian Pintea, Jan-Paul W.R. Roovers, Miguel-Angel Mañanas & Adriana Băban. (2017) Play seriously: Effectiveness of serious games and their features in motor rehabilitation. A meta-analysis. NeuroRehabilitation 41:1, pages 105-118.
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Parisa Ghanouni, Tal Jarus, Danielle Collette & Rachel Pringle. (2017) Using virtual reality gaming platforms to improve balance in rehabilitation of stroke survivors. Using virtual reality gaming platforms to improve balance in rehabilitation of stroke survivors.
Nicola Saywell, Nick Taylor, Emma Rodgers, Luke Skinner & Mark Boocock. (2016) Play-based interventions improve physical function for people with adult-acquired brain injury: a systematic review and meta-analysis of randomised controlled trials. Clinical Rehabilitation 31:2, pages 145-157.
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Erika Pedreira da Fonseca, Nildo Manoel Ribeiro da Silva & Elen Beatriz Pinto. (2017) Therapeutic Effect of Virtual Reality on Post-Stroke Patients: Randomized Clinical Trial. Journal of Stroke and Cerebrovascular Diseases 26:1, pages 94-100.
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Ilona J.M. de RooijIngrid G.L. van de PortJan-Willem G. Meijer. (2016) Effect of Virtual Reality Training on Balance and Gait Ability in Patients With Stroke: Systematic Review and Meta-Analysis. Physical Therapy 96:12, pages 1905-1918.
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Ling Chen, Wai Leung Ambrose Lo, Yu Rong Mao, Ming Hui Ding, Qiang Lin, Hai Li, Jiang Li Zhao, Zhi Qin Xu, Rui Hao Bian & Dong Feng Huang. (2016) Effect of Virtual Reality on Postural and Balance Control in Patients with Stroke: A Systematic Literature Review. BioMed Research International 2016, pages 1-8.
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Sergi Bermúdez i Badia, Gerard G. Fluet, Roberto Llorens & Judith E. Deutsch. 2016. Neurorehabilitation Technology. Neurorehabilitation Technology 573 603 .
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Anuja Darekar, Bradford J McFadyen, Anouk Lamontagne & Joyce Fung. (2015) Efficacy of virtual reality-based intervention on balance and mobility disorders post-stroke: a scoping review. Journal of NeuroEngineering and Rehabilitation 12:1.
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Gary Cheok, Dawn Tan, Aiying Low & Jonathan Hewitt. (2015) Is Nintendo Wii an Effective Intervention for Individuals With Stroke? A Systematic Review and Meta-Analysis. Journal of the American Medical Directors Association 16:11, pages 923-932.
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LaTasha R. SwansonDavid M. Whittinghill. (2015) Intrinsic or Extrinsic? Using Videogames to Motivate Stroke Survivors: A Systematic Review. Games for Health Journal 4:3, pages 253-258.
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Rachel ProffittBelinda Lange. (2015) Considerations in the Efficacy and Effectiveness of Virtual Reality Interventions for Stroke Rehabilitation: Moving the Field Forward. Physical Therapy 95:3, pages 441-448.
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Giulio E. Lancioni, Nirbhay N. Singh, Mark F. O’Reilly, Jeff Sigafoos, Marta Olivetti Belardinelli, Francesca Buonocunto, Fiora D’Amico, Jorge Navarro, Crocifissa Lanzilotti, Floriana Denitto, Marina De Tommaso & Marisa Megna. (2015) Supporting self-managed leisure engagement and communication in post-coma persons with multiple disabilities. Research in Developmental Disabilities 38, pages 75-83.
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Kate E Laver, Stacey George, Susie Thomas, Judith E Deutsch & Maria Crotty. (2015) Virtual reality for stroke rehabilitation. Cochrane Database of Systematic Reviews.
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A. Dunn, D. L. Marsden, E. Nugent, P. Van Vliet, N. J. Spratt, J. Attia & R. Callister. (2015) Protocol Variations and Six-Minute Walk Test Performance in Stroke Survivors: A Systematic Review with Meta-Analysis. Stroke Research and Treatment 2015, pages 1-28.
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Carlos Luque-Moreno, Alejandro Ferragut-Garcías, Cleofás Rodríguez-Blanco, Alberto Marcos Heredia-Rizo, Jesús Oliva-Pascual-Vaca, Pawel Kiper & Ángel Oliva-Pascual-Vaca. (2015) A Decade of Progress Using Virtual Reality for Poststroke Lower Extremity Rehabilitation: Systematic Review of the Intervention Methods. BioMed Research International 2015, pages 1-7.
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Ashley Elzein, Karen Drenkard, Patricia Deyo & Ellen Swartwout. (2015) The Application of Gaming Theory in Health Care. Nursing Administration Quarterly 39:4, pages 340-344.
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Giulio E. Lancioni, Nirbhay N. Singh, Mark F. O’Reilly, Jeff Sigafoos, Marta Olivetti Belardinelli, Francesca Buonocunto, Fiora D’Amico, Jorge Navarro, Crocifissa Lanzilotti, Gabriele Ferlisi & Floriana Denitto. (2014) Technology-aided programs for post-coma patients emerged from or in a minimally conscious state. Frontiers in Human Neuroscience 8.
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Karl Zabjek. (2014) Emerging technology within the field of active gaming: Towards the establishment of evidence. Gait & Posture 39:4, pages 1157-1158.
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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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