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Abstract

Background

Serious games and gaming are increasingly used as therapeutic interventions in the rehabilitation of the upper extremities (UE) among individuals with musculoskeletal (MSK) conditions.

Purpose

To describe and summarize the characteristics of gaming technology used for UE rehabilitation of MSK conditions.

Study Design

Scoping review.

Methods

We searched four databases. Three reviewers screened articles and included articles that i) had at least one participant with an MSK condition, ii) used a gaming intervention, and iii) focused on UE rehabilitation, indicated by using an UE outcome measure. Reviewers extracted data on the study, patient, and gaming characteristics, and descriptively summarized the data. Stakeholder consultations were conducted with experts and therapists to receive feedback on the results and on reporting them.

Results

We included 41 articles. Gaming technology was reported to have participation (eg, to motivate, increase adherence) and therapeutic (eg, improving range of motion, muscle strength) benefits. The conditions included fractures ( n = 8), amputation ( n = 8), arthritis ( n = 5), shoulder impingement syndrome ( n = 3), hand injuries, etc. Gaming technologies such as Myo ( n = 4), Leap Motion ( n = 4), Nintendo Wii ( n = 4), Kinect ( n = 6), and Oculus ( n = 5) were frequently used. Gaming was used as an adjunct in 49% of the articles and as a standalone intervention in 51%. Joint range of motion and muscle power were commonly evaluated, along with other constructs related to activities, participation, quality of life, compliance, and adherence. Limitations of gaming technology were related to the technology, hardware, games, therapeutics, and costs.

Conclusions

A variety of gaming technology has been used for UE rehabilitation of MSK conditions. This review summarizing the characteristics of these gaming technology can help therapists and researchers make decisions on which ones to use, although some may be currently unavailable.

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