Evidence map›Paper›PMID 33306029›Full record

ArticleJMIR serious games2020

Serious Gaming Technology in Upper Extremity Rehabilitation: Scoping Review.

Elisavet Koutsiana, Ioannis Ladakis, Dimitris Fotopoulos, Achilleas Chytas, Vassilis Kilintzis, Ioanna Chouvarda

Abstract readScoping Review
In one paragraph

Article in JMIR serious games, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 22 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
22citing papers in PubMed, 4 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

22 citing papers in PubMed, 4 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Pooled it
  4. Pooled it
  5. Trial
  6. Affective Computing in Serious Games for Physical Rehabilitation: Scoping Review.JMIR rehabilitation and assistive technologies · 2026
    Review
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  8. Article
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  12. Article
  13. Article
  14. Article
  15. Review
  16. Overview of the role of robots in upper limb disabilities rehabilitation: a scoping review.Archives of public health = Archives belges de sante publique · 2023
    Article
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  18. Article
  19. Article
  20. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors.

Elisavet KoutsianaLab of Computing, Medical Informatics, and Biomedical-Imaging Technologies, School of Medicine, Aristotle University, Thessaloniki, Greece.ORCID https://orcid.org/0000-0001-6544-0435
Ioannis LadakisLab of Computing, Medical Informatics, and Biomedical-Imaging Technologies, School of Medicine, Aristotle University, Thessaloniki, Greece.ORCID https://orcid.org/0000-0002-3457-1333
Dimitris FotopoulosLab of Computing, Medical Informatics, and Biomedical-Imaging Technologies, School of Medicine, Aristotle University, Thessaloniki, Greece.ORCID https://orcid.org/0000-0001-8605-8593
Achilleas ChytasLab of Computing, Medical Informatics, and Biomedical-Imaging Technologies, School of Medicine, Aristotle University, Thessaloniki, Greece.ORCID https://orcid.org/0000-0001-8486-011X
Vassilis KilintzisLab of Computing, Medical Informatics, and Biomedical-Imaging Technologies, School of Medicine, Aristotle University, Thessaloniki, Greece.ORCID https://orcid.org/0000-0002-9783-6757
Ioanna ChouvardaLab of Computing, Medical Informatics, and Biomedical-Imaging Technologies, School of Medicine, Aristotle University, Thessaloniki, Greece.ORCID https://orcid.org/0000-0001-8915-6658

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundSerious gaming has increasingly gained attention as a potential new component in clinical practice. Specifically, its use in the rehabilitation of motor dysfunctions has been intensively researched during the past three decades.

objectiveThe aim of this scoping review was to evaluate the current role of serious games in upper extremity rehabilitation, and to identify common methods and practice as well as technology patterns. This objective was approached via the exploration of published research efforts over time.

methodsThe literature search, using the PubMed and Scopus databases, included articles published from 1999 to 2019. The eligibility criteria were (i) any form of game-based arm rehabilitation; (ii) published in a peer-reviewed journal or conference; (iii) introduce a game in an electronic format; (iv) published in English; and (v) not a review, meta-analysis, or conference abstract. The search strategy identified 169 relevant articles.

resultsThe results indicated an increasing research trend in the domain of serious gaming deployment in upper extremity rehabilitation. Furthermore, differences regarding the number of publications and the game approach were noted between studies that used commercial devices in their rehabilitation systems and those that proposed a custom-made robotic arm, glove, or other devices for the connection and interaction with the game platform. A particularly relevant observation concerns the evaluation of the introduced systems. Although one-third of the studies evaluated their implementations with patients, in most cases, there is the need for a larger number of participants and better testing of the rehabilitation scheme efficiency over time. Most of the studies that included some form of assessment for the introduced rehabilitation game mentioned user experience as one of the factors considered for evaluation of the system. Besides user experience assessment, the most common evaluation method involving patients was the use of standard medical tests. Finally, a few studies attempted to extract game features to introduce quantitative measurements for the evaluation of patient improvement.

conclusionsThis paper presents an overview of a significant research topic and highlights the current state of the field. Despite extensive attempts for the development of gamified rehabilitation systems, there is no definite answer as to whether a serious game is a favorable means for upper extremity functionality improvement; however, this certainly constitutes a supplementary means for motivation. The development of a unified performance quantification framework and more extensive experiments could generate richer evidence and contribute toward this direction.

Indexed as

gamificationrehabilitationserious gamingupper extremityupper limb

Identifiers

PMID33306029
PMCPMC7762690

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.