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Record W2071397777 · doi:10.3109/17483107.2015.1029538

A scoping review of video gaming in rehabilitation

2015· review· en· W2071397777 on OpenAlexafffund
Kelly Ravenek, Dalton L. Wolfe, Sander L. Hitzig

Bibliographic record

VenueDisability and Rehabilitation Assistive Technology · 2015
Typereview
Languageen
FieldMedicine
TopicStroke Rehabilitation and Recovery
Canadian institutionsUniversity of TorontoYork UniversityWestern UniversityParkwood InstituteSt Joseph's Health Care
FundersRéseau Provincial de Recherche en Adaptation-RéadaptationOntario Neurotrauma Foundation
KeywordsCINAHLRehabilitationVideo gamePsycINFOAdjunctMEDLINEPhysical medicine and rehabilitationMedicinePhysical therapyMultimediaPsychological interventionComputer scienceNursing

Abstract

fetched live from OpenAlex

PURPOSE: To examine the scope of the peer-reviewed literature on the use of commercially available video gaming in rehabilitation. METHODS: Five databases (SCOPUS, Cochrane, PsycINFO, PubMed and CINAHL) were searched for articles published between January 1990 and January 2014. The reference lists of selected articles were also reviewed to identify other relevant studies. RESULTS: Thirty articles met the inclusion criteria. Commercially available video gaming in rehabilitation was most commonly recommended by physiotherapists (50% or 15/30 studies) for populations at risk for falls or with decreased balance (67% or 19/30 studies). The most commonly used target outcomes were those assessing balance and/or fall prevention, with the Berg Balance Scale being the most frequently used (53% or 16/30 studies) outcome measure. The Nintendo Wii was the most prevalent gaming system (90% or 27/30 studies) used in the identified studies. CONCLUSION: Video gaming in rehabilitation is widely used by clinicians. Preliminary findings show that video gaming technology can be applied across a wide variety of rehabilitation populations, with some evidence showing clinical gains in physical functioning (e.g. gait and balance). There is a need for more robust clinical trials evaluating the efficacy of using video game systems as an adjunct to conventional rehabilitation. Implications for Rehabilitation Video gaming is a readily available technology that has been suggested as an enjoyable and motivating activity that engages patients in rehabilitation programming. Video gaming is becoming an increasingly popular adjunct to traditional therapy. Video gaming is most commonly used by physical therapists in a hospital setting for those with balance impairments. Video gaming has been shown to improve functional outcomes.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.018
metaresearch head score (Gemma)0.079
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Systematic review · Consensus signal: Systematic review
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.032
Threshold uncertainty score0.094

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0180.079
Meta-epidemiology (narrow)0.0020.001
Meta-epidemiology (broad)0.0060.006
Bibliometrics0.0320.025
Science and technology studies0.0020.001
Scholarly communication0.0050.004
Open science0.0030.002
Research integrity0.0040.002
Insufficient payload (model declined to judge)0.0080.001

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.035
GPT teacher head0.390
Teacher spread0.355 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designSystematic review
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations55
Published2015
Admission routes2
Has abstractyes

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