ArticleCognitive neurodynamics2025
Rehabilitative game-based system for enhancing physical and cognitive abilities of neurological disorders.
Article in Cognitive neurodynamics, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.
What it found
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Who cites it
4 citing papers in PubMed.
- Multiple chronic conditions and intrinsic capacity among middle-aged and older adults: Evidence from CHARLS.Medicine · 2026Article
- Augmented reality assisted physiotherapy rehabilitation in early phase of guillain barre syndrome (AIDP)-a case report.BMC neurology · 2026Article
- Cerebral cortical activation and functional connectivity characteristics of children with unilateral cerebral palsy during a single-session virtual reality throwing motor task: a functional near-infrared spectroscopy study.Frontiers in rehabilitation sciences · 2026Article
- New Perspectives on the Efficacy of Catgut Embedment in Acupoint Combined with Rehabilitation Training for Pediatric-Cerebral-Palsy Motor Function Disorders: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.Healthcare (Basel, Switzerland) · 2025Review
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Neurological disorders affect the nervous system and can impair physical, cognitive, or emotional functions. They often result in challenges such as movement difficulties and the inability to perform daily activities. Common conditions include stroke, traumatic brain injury, and cerebral palsy. Physical therapy is a common approach to managing these disorders. Recently, virtual reality (VR), a technology that creates interactive, simulated environments, has been used in rehabilitation. This study presents a rehabilitative game-based system to improve patients' movements and cognitive abilities. Six games were designed using the Unity platform, namely, "Piano," "Connect," "Drag & Drop," "Little Intelligent," "Memory," and "Hack & Slash." The Oculus Quest 2 VR headset was used to simulate the virtual environment for gaming. A mobile application called "Recover Me" was created to facilitate communication between patients and physiotherapists. A score index was generated for each patient, indicating the performance. It enables monitoring and assessment of the patients, leading to customizing the treatment plan based on progress. The study proposed simulating monitoring and evaluation of the patients by training an artificial neural network model to predict scores for the developed games and consequently indicate the patient's actual status. A dataset of 50 patients with different injuries was used. Results indicate patient satisfaction with gaming and enjoyment. Moreover, a regression analysis was performed to detect the progress level of each patient, indicating that 60% of the tested patients had improved. A low-cost VR game-based system has proven effective in rehabilitating neurological disorders.
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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.