Evidence map›Paper›PMID 38294958›Full record

ArticleAnnals of medicine2024

Gamified exercise for the distal upper extremity in people with post-stroke hemiparesis: feasibility study on subjective perspectives during daily continuous training.

Kazuki Ito, Shintaro Uehara, Akiko Yuasa, Kazuki Ushizawa, Shigeo Tanabe, Yohei Otaka

Open access · goldAbstract read
In one paragraph

Article in Annals of medicine, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
1.2field-weighted citation impact, top 20% of its field
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

1 citing paper in PubMed, 5 citations in OpenAlex.

  1. NeuraLoop: a high bandwidth closed-loop human-machine interface.Journal of neuroengineering and rehabilitation · 2025
    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 at 1 institution in 1 country.

Kazuki ItoDepartment of Rehabilitation, Fujita Health University Hospital, Aichi, Japan.ORCID 0000-0003-2901-7255
Shintaro UeharaFaculty of Rehabilitation, Fujita Health University School of Health Sciences, Aichi, Japan.ORCID 0000-0002-6255-1815
Akiko YuasaDepartment of Rehabilitation Medicine I, Fujita Health University School of Medicine, Aichi, Japan.ORCID 0000-0003-1808-2369
Kazuki UshizawaFujita Health University Graduate School of Health Sciences, Aichi, Japan.
Shigeo TanabeFaculty of Rehabilitation, Fujita Health University School of Health Sciences, Aichi, Japan.ORCID 0000-0003-1993-5896
Yohei OtakaDepartment of Rehabilitation Medicine I, Fujita Health University School of Medicine, Aichi, Japan.ORCID 0000-0002-6797-2782
Fujita Health University · JP

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

introductionDose (number of repetitions) has been suggested as a key element in the effectiveness of rehabilitation exercises to promote motor recovery of the hemiparetic upper limb. However, rehabilitation exercises tend to be monotonous and require significant motivation to continue, making it difficult to increase the exercise dose. To address this issue, gamification technology has been implemented in exercises to promote self-engagement for people with hemiparesis in continuing monotonous repetitive movements. This study aimed to investigate how subjective perspectives, specifically enjoyability, motivation to continue, and expectancy of effectiveness, change through continuous daily exercise using a developed gamified exercise system. MATERIALS AND

methodTen people with stroke suffering upper limb dysfunction underwent daily gamified exercise for seven days. The gamified exercise consisted of an electromyography (EMG)-controlled operating system that enabled users to play virtual games using repetitive finger movements. The participants performed conventional self-exercise on the same day as the control exercise, and rated their subjective perspectives on both exercises on a numerical rating scale on each exercise day.

resultsRatings for enjoyability and motivation to continue consistently showed significantly higher scores for the gamified exercise than for conventional self-exercise on all exercise days. A similar trend was observed in the ratings for the expectancy of effectiveness. No changes over time were found in any of the ratings throughout the exercise period.

conclusionsExercise using the developed EMG-controlled gamified system may have the potential to maintain motivation and enjoyment in people with stroke to continue monotonous repetitive finger movements.

Indexed as

StrokeStroke RehabilitationExercise TherapyFeasibility StudiesHumansParesisUpper ExtremityAdherenceelectromyographyenjoymentgamified rehabilitationmotivationstroke

Identifiers

PMID38294958
PMCPMC10833108
OpenAlexW4391405069

What OpenQuestion holds

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LicenceCC BY-NC
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.