ReviewJMIR serious games2021
Serious Game Design and Clinical Improvement in Physical Rehabilitation: Systematic Review.
Review 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 36 papers, 6 of them syntheses that pooled 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.
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.
Who cites it
36 citing papers in PubMed, 6 syntheses or guidelines pooled it, 89 citations in OpenAlex.
- Using game performance measure to assess upper limb motor function in children with neuromotor disorders: a systematic review.Journal of neuroengineering and rehabilitation · 2025Pooled it
- Effect of Home-Based Virtual Reality Training on Upper Extremity Recovery in Patients With Stroke: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Effects of exergames on student physical education learning in the context of the artificial intelligence era: a meta-analysis.Scientific reports · 2024Pooled it
- Reflecting on gamified learning in medical education: a systematic literature review grounded in the Structure of Observed Learning Outcomes (SOLO) taxonomy 2012-2022.BMC medical education · 2024Pooled it
- Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials.Journal of medical Internet research · 2022Pooled it
- Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.Frontiers in public health · 2022Pooled it
- Use of low-cost virtual reality in the treatment of the upper extremity in chronic stroke: a randomized clinical trial.Journal of neuroengineering and rehabilitation · 2024Trial
- A Therapist-Configurable Serious Game System for Upper-Limb Neurorehabilitation: A Pilot Feasibility Study.Sensors (Basel, Switzerland) · 2026Article
- Affective Computing in Serious Games for Physical Rehabilitation: Scoping Review.JMIR rehabilitation and assistive technologies · 2026Review
- Gamifying education on addressing real-world barriers, obstacles, and challenges commonly encountered by mobility device users: A convergent mixed-methods feasibility study.The journal of spinal cord medicine · 2026Article
- Traditional Rehabilitation Experiences, Unmet Needs, and Perspectives on Virtual Reality-Based Rehabilitation Among Patients With Stroke in China: Qualitative Thematic Analysis and Semistructured Interview Study.Journal of medical Internet research · 2026Article
- Digital mental health needs a purpose-driven approach.Nature human behaviour · 2026Review
- Breaking Through Cancer Pain: From Single-Drug Management to Multimodal Analgesia.Pain research & management · 2026Review
- Exploring Mixed-Reality Exergames for Sports Rehabilitation: Design Insights and Evaluation Findings.JMIR serious games · 2025Article
- Virtual Reality Exergaming in Outpatient Stroke Rehabilitation: A Scoping Review and Clinician Roadmap.Journal of clinical medicine · 2025Review
- Virtual reality for stroke rehabilitation: time to rethink? Lessons from a Cochrane review.The Cochrane database of systematic reviews · 2025Article
- Conventional Training Integrated with SteamVR Tracking 2.0: Body Stability and Coordination Training Evaluation on ICAROS Pro.Sensors (Basel, Switzerland) · 2025Article
- Virtual Reality as a Tool for Upper Limb Rehabilitation in Rett Syndrome: Reducing Stereotypies and Improving Motor Skills.Pediatric reports · 2025Article
- Development and Assessment of a Soft Wearable for sEMG-Based Hand Grip Detection and Control of a Virtual Environment.Sensors (Basel, Switzerland) · 2025Article
- Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors at 1 institution in 1 country.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSerious video games have now been used and assessed in clinical protocols, with several studies reporting patient improvement and engagement with this type of therapy. Even though some literature reviews have approached this topic from a game perspective and presented a broad overview of the types of video games that have been used in this context, there is still a need to better understand how different game characteristics and development strategies might impact and relate to clinical outcomes.
objectiveThis review assessed the relationship between the characteristics of serious games (SGs) and their relationship with the clinical outcomes of studies that use this type of therapy in motor impairment rehabilitation of patients with stroke, multiple sclerosis, or cerebral palsy. The purpose was to take a closer look at video game design features described in the literature (game genre [GG], game nature [GN], and game development strategy [GDS]) and assess how they may contribute toward improving health outcomes. Additionally, this review attempted to bring together medical and game development perspectives to facilitate communication between clinicians and game developers, therefore easing the process of choosing the video games to be used for physical rehabilitation.
methodsWe analyzed the main features of SG design to obtain significant clinical outcomes when applied to physical rehabilitation of patients recovering from motor impairments resulting from stroke, multiple sclerosis, and cerebral palsy. We implemented a PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) database-adjusted electronic search strategy for the PubMed, IEEE Xplore, and Cochrane databases.
resultsWe screened 623 related papers from 2010-2021 and identified 12 that presented results compatible with our inclusion criteria. A total of 512 participants with stroke (8 studies, 417 participants), cerebral palsy (1 study, 8 participants), and multiple sclerosis (2 studies, 46 participants) were included; 1 study targeting the elderly (41 participants) was also included. All studies assessed motor, sensory, and functional functions, while some also measured general health outcomes. Interventions with games were used for upper-limb motor rehabilitation. Of the 12 studies, 8 presented significant improvements in at least one clinical measurement, of which 6 presented games from the casual GG, 1 combined the casual, simulation, and exergaming GGs, and 2 combined the sports and simulation GGs.
conclusionsOf the possible combinations of game design features (GG, GN, and GDS) described, custom-made casual games that resort to the first-person perspective, do not feature a visible player character, are played in single-player mode, and use nonimmersive virtual reality attain the best results in terms of positive clinical outcomes. In addition, the use of custom-made games versus commercial off-the-shelf games tends to give better clinical results, although the latter are perceived as more motivating and engaging.
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What OpenQuestion holds
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.