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A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation

Part of the Intelligent Systems Reference Library book series (ISRL,volume 68)

Abstract

Recent developments in approaches to stroke rehabilitation include the use of video games as a mechanism to enhance motivation and compliance to upper limb motor practice. The fields of robotics and virtual reality use gaming simulations in order to promote high volumes of task specific movements that are capable of facilitating functional recovery. In this chapter we present a state of the art survey on the design, issues, clinical impact, and finally range of technologies that use video games as part of targeted interventions for the upper limb.

Keywords

  • Virtual Reality
  • Video Game
  • Paretic Limb
  • Gaming Activity
  • Motor Practice

These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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O’Neil, O., Gatzidis, C., Swain, I. (2014). A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation. In: Ma, M., Jain, L., Anderson, P. (eds) Virtual, Augmented Reality and Serious Games for Healthcare 1. Intelligent Systems Reference Library, vol 68. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-54816-1_18

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