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COMPUTER GAME-BASED REHABILITATION FOR POST-STROKE UPPER LIMB DEFICITS- SYSTEMATIC REVIEW AND META-ANALYSIS

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F00216224%3A14110%2F20%3A00115988" target="_blank" >RIV/00216224:14110/20:00115988 - isvavai.cz</a>

  • Result on the web

    <a href="https://www.ijphy.org/index.php/journal/article/view/600" target="_blank" >https://www.ijphy.org/index.php/journal/article/view/600</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.15621/ijphy/2020/v7i1/193674" target="_blank" >10.15621/ijphy/2020/v7i1/193674</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    COMPUTER GAME-BASED REHABILITATION FOR POST-STROKE UPPER LIMB DEFICITS- SYSTEMATIC REVIEW AND META-ANALYSIS

  • Original language description

    Background: The need for intense rehabilitation protocols with easy applicability to improve for patient adherence and harness the potential neuroplasticity leading to improvement in the quality of life (QOL) in post-stroke patients. Several studies have described the benefits of virtual reality and video games in rehabilitation. Aims: To explore and determine if Computer game-based rehabilitation for post-stroke upper limb deficits after stroke is superior to conventional therapy in terms of (1) ICIDH based outcomes (2) Intervention duration (3) acceptability and adherence to the intervention. Methods: This systematic review and meta-analysis followed PRISMA guidelines. Several electronic databases were searched using specific keywords, to measure the effects of computer-game-based therapy in post-stroke patients compared to conventional therapy. Results: 14 studies were included after a systematic review, out of which 11 were included for analysis. Studies recording Wolf motor function test and box and block test have shown improvements with Computer-game-based therapy in addition to conventional therapy. No improvements were recorded in impairments and patient participation/Quality of life. CGBT was acceptable and reported no adverse effects. Conclusions: Computer-game-based therapy or non-immersive virtual rehabilitation is effective and acceptable for upper limb rehabilitation after stroke. With significant improvement in 'activity-limitation,' this mode of rehabilitation can be adapted for patient-specific needs. Its effects on impairment and quality of life need further exploration.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    30211 - Orthopaedics

Result continuities

  • Project

  • Continuities

    I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace

Others

  • Publication year

    2020

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    INTERNATIONAL JOURNAL OF PHYSIOTHERAPY

  • ISSN

    2349-5987

  • e-ISSN

    2348-8336

  • Volume of the periodical

    7

  • Issue of the periodical within the volume

    1

  • Country of publishing house

    IN - INDIA

  • Number of pages

    7

  • Pages from-to

    47-53

  • UT code for WoS article

    000517883700009

  • EID of the result in the Scopus database