ArticleJMIR serious games2024
Design of Virtual Reality Exergames for Upper Limb Stroke Rehabilitation Following Iterative Design Methods: Usability Study.
Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 24 papers, 6 of them syntheses that pooled it.
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
24 citing papers in PubMed, 6 syntheses or guidelines pooled it, 40 citations in OpenAlex.
- The effectiveness of virtual reality/motion-sensing games incorporating swing-based elements on upper limb function after stroke: a systematic review and meta-analysis.BMC neurology · 2026Pooled it
- Service Design Strategies to Enhance Exercise Adherence in Extended Reality Interventions for Older Adults: Systematic Review.JMIR aging · 2026Pooled it
- Neuroplasticity Mechanism of Stroke Rehabilitation Training System Based on Virtual Reality: A Review.Sensors (Basel, Switzerland) · 2026Pooled it
- Meta-analysis of the effects of dance- and movement-based kinesthetic games on cognitive function in older adults with cognitive impairment (CI) under different intervention periods.Aging clinical and experimental research · 2025Pooled it
- Virtual reality-based rehabilitation experience of stroke survivors: a meta-synthesis of qualitative studies.Frontiers in public health · 2025Pooled it
- Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic Review.Sensors (Basel, Switzerland) · 2024Pooled it
- Effectiveness of virtual reality-based balance training in primary school children: a randomized controlled trial.BMC sports science, medicine & rehabilitation · 2026Article
- Feasibility, Usability, and Preliminary Kinematic Outcomes of a Hand-Tracking Virtual Reality Rehabilitation System Delivered as an Adjunct to Conventional Therapy in Individuals with Stroke: A Single-Arm Pilot Study.Healthcare (Basel, Switzerland) · 2026Article
- Gamified clinical case video game in occupational therapy.BMC medical education · 2026Article
- Feasibility and User Experience of Immersive Virtual Reality-Based Rehabilitation in Patients With Stroke: Single-Arm Pretest-Posttest Pilot Study.JMIR serious games · 2026Article
- Co-designing meaningful extended reality for physical rehabilitation: a stakeholder-driven approach to embodied telehealth.Frontiers in virtual reality · 2026Article
- Exploring Usability and User Engagement in Fully Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Scoping Review.Progress in rehabilitation medicine · 2026Review
- Tools and methods for assessing the usability and related aspects of usability of extended reality and telerehabilitation technologies in stroke rehabilitation: a scoping review.Journal of neuroengineering and rehabilitation · 2025Review
- Achieving Gameplay Independence in Virtual Reality Exergames for Individuals With Mild Intellectual Disabilities: Pilot Study.JMIR serious games · 2025Article
- Conventional Training Integrated with SteamVR Tracking 2.0: Body Stability and Coordination Training Evaluation on ICAROS Pro.Sensors (Basel, Switzerland) · 2025Article
- Experience of Virtual Help in a Simulated BCI Stroke Rehabilitation Serious Game and How to Measure It.Sensors (Basel, Switzerland) · 2025Article
- Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery.Journal of clinical medicine · 2025Review
- American Medical Extended Reality Association Expert Consensus: Best Practices for Patient and Public Involvement in Medical Extended Reality Research.Journal of medical extended reality · 2025Article
- Article
- A Review of Recent Advances in Cognitive-Motor Dual-Tasking for Parkinson's Disease Rehabilitation.Sensors (Basel, Switzerland) · 2024Review
Corrections and comments
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Authors and funding
7 authors at 3 institutions in 3 countries.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundSince the early 2000s, there has been a growing interest in using exercise video games (exergames) and virtual reality (VR)-based interventions as innovative methods to enhance physical rehabilitation for individuals with multiple disabilities. Over the past decade, researchers and exercise professionals have focused on developing specialized immersive exercise video games for various populations, including those who have experienced a stroke, revealing tangible benefits for upper limb rehabilitation. However, it is necessary to develop highly engaging, personalized games that can facilitate the creation of experiences aligned with the preferences, motivations, and challenges communicated by people who have had an episode of stroke.
objectiveThis study seeks to explore the customization potential of an exergame for individuals who have undergone a stroke, concurrently evaluating its usability as a technological tool in the realm of physical therapy and rehabilitation.
methodsWe introduce a playtest methodology to enhance the design of a VR exergame developed using a user-centered approach for upper limb rehabilitation in stroke survivors. Over 4 playtesting sessions, stroke survivors interacted with initial game versions using VR headsets, providing essential feedback for refining game content and mechanics. Additionally, a pilot study involving 10 stroke survivors collected data through VR-related questionnaires to assess game design aspects such as mechanics, assistance, experience, motion sickness, and immersion.
resultsThe playtest methodology was beneficial for improving the exergame to align with user needs, consistently incorporating their perspectives and achieving noteworthy results. The pilot study revealed that users had a positive response. In the first scenario, a carpenter presents a game based on the flexion-extension movement of the elbow; the second scenario includes a tejo game (a traditional Colombian throwing game) designed around game mechanics related to the flexion-extension movement of the shoulder; and in the third scenario, a farmer challenges the player to perform a movement combining elbow flexion and extension with internal and external rotation of the shoulder. These findings suggest the potential of the studied exergame as a tool for the upper limb rehabilitation of individuals who have experienced a stroke.
conclusionsThe inclusion of exergames in rehabilitation for stroke-induced hemiparesis has significantly benefited the recovery process by focusing on essential shoulder and elbow movements. These interactive games play a crucial role in helping users regain mobility and restore practical use of affected limbs. They also serve as valuable data sources for researchers, improving the system's responsiveness. This iterative approach enhances game design and markedly boosts user satisfaction, suggesting exergames have promising potential as adjunctive elements in traditional therapeutic approaches.
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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.