ArticleJMIR serious games2021
Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers.
Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers.
What it found
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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.
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.
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Who cites it
8 citing papers in PubMed.
- Article
- Effects of game design characteristics of a virtual reality serious game for upper-limb prosthesis control training on motor learning.Frontiers in rehabilitation sciences · 2025Article
- A Review on the Usability, Flexibility, Affinity, and Affordability of Virtual Technology for Rehabilitation Training of Upper Limb Amputees.Bioengineering (Basel, Switzerland) · 2023Review
- The Role and Importance of Using Sensor-Based Devices in Medical Rehabilitation: A Literature Review on the New Therapeutic Approaches.Sensors (Basel, Switzerland) · 2023Review
- Serious Games for Training Myoelectric Prostheses through Multi-Contact Devices.Children (Basel, Switzerland) · 2022Article
- Serious Games Are Not Serious Enough for Myoelectric Prosthetics.JMIR serious games · 2021Article
- Co-creation and User Perspectives for Upper Limb Prosthetics.Frontiers in neurorobotics · 2021Article
- Exploring the Embodiment of a Virtual Hand in a Spatially Augmented Respiratory Biofeedback Setting.Frontiers in neurorobotics · 2021Article
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSerious games have been investigated for their use in multiple forms of rehabilitation for decades. The rising trend to use games for physical fitness in more recent years has also provided more options and garnered more interest for their use in physical rehabilitation and motor learning. In this study, we report the results of an opinion survey of serious games in upper limb prosthetic training.
objectiveThis study investigates and contrasts the expectations and preferences for game-based prosthetic rehabilitation of people with limb difference and researchers.
methodsBoth participant groups answered open and closed questions as well as a questionnaire to assess their user types. The distribution of the user types was compared with a Pearson chi-square test against a sample population. The data were analyzed using the thematic framework method; answers fell within the themes of usability, training, and game design. Researchers shared their views on current challenges and what could be done to tackle these.
resultsA total of 14 people with limb difference and 12 researchers participated in this survey. The open questions resulted in an overview of the different views on prosthetic training games between the groups. The user types of people with limb difference and researchers were both significantly different from the sample population, with χ
conclusionsWe found that the respondents not only showed a general willingness and tentative optimism toward the topic but also acknowledged hurdles limiting the adoption of these games by both clinics and users. The results indicate a noteworthy difference between researchers and people with limb difference in their game preferences, which could lead to design choices that do not represent the target audience. Furthermore, focus on long-term in-home experiments is expected to shed more light on the validity of games in upper limb prosthetic rehabilitation.
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Registered trials
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.