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REHABILITATION VIDEO GAMES
OR VIRTUAL REALITY TRAINING

General overview

Software platforms transform physical exercises into clinical exercises, making therapy more practical, fun and easy to follow from home, with a computer, the Kinect microsoft (a low-cost, mainstream video game console that is unfortunately no longer available) or virtual reality, for example (the computer-generated simulation of a three-dimensional image or environment with which a person can interact in an apparently real or physical way using a headset). 

Rehabilitation through play maintains the child's motivation, keeps him away from his pathology, reduces his pain and reassures him. 

 

NB. classic video games, which motivate certain movements, can also be beneficial;

Source: compilation of  YouTube videos ( fair use ) - if you want to remove content contact us at contact@leneurogroupe.org

Main objectives of the method

Gamification is a motivational lever that allows you to repeat the movement more than once. 

Motion sensors also allow performance to be measured, progress to be monitored and the program to evolve (by the therapist): biometric data is collected and allows clinicians to access patients' progress from one session to the next. 

 

Immersion in a virtual world of the entire body reinforces the patient's sense of "presence" and real-time auditory and visual feedback results in increased motivation and effort in rehabilitation exercises.

Specificities of the method

Examples of different game platforms

 

MIRA

 

The software works with a computer connected (Windows PC) to a Microsoft Kinect and offers more than 450 motor drive sets. 

The program ias defined by the practitioner and allows precise monitoring of each patient's progress. 

http://www.mirarehab.com/product/

https://meridian.wmahsn.org/subdomain/digital-health-innovations/end/node/2329

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

IREX (Immersive Rehabilitation Exercise)

 

IREX uses a camera connected to a computer to place the patient's body image in real time on the screen, where he or she is immersed in dynamic virtual reality video games. 

Outcomes: Improved executive function, balance and trunk control, mobility, increased sense of control, achievement/independence, improved socialization, pain diversion, increased pleasure and desire for engagement.

 

"This system is a fantastic way to encourage children to exercise and allows them to play in a very fun computer world with which most of them are very comfortable." Dr. Barbara Ramage
 "It's a great system for Zachary and kids like him, because it's fun for them. The children feel like they are playing, but they are working hard on their therapy and recovery." Sheri Coady, Zachary's mother

 

http://www.gesturetekhealth.com/node/27

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

UBIQUE: UbiqueKids

 

Rehabilitation game designed for children with cerebral palsy. All you have to do is scratch the sensors on a part of the body, turn on the UBIQUE application on a tablet or television (Bluetooth connection), define a type of movement you want to perform (flexion-extension of the wrist, deviation...) and play one of the 9 games that exist today by making this same movement.
There is a dashboard to monitor children's progress. 

The games are designed to work on the different joints (wrist, shoulder, ankle, knee)

"UBIQUE can bring a lot of interest to children in their rehabilitation", Physiotherapist 

https://ubique.tech
https://twitter.com/hashtag/UBIQUEKids?src=hash

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

CURAPY 

Requires a family computer, internet connection and a Kinect. Free of charge. 

The Curapy.com platform is designed and developed by Genious Healthcare, in partnership with the Institut du Cerveau et de la Moelle Epinière (ICM). Genious Healthcare benefits from a structure pooling multi-professional skills thanks to its BRAIN e-NOVATION laboratory, it can thus create innovations in health uses, validate them clinically before marketing them. Curapy.com's therapeutic video games are CE marked Medical Devices. They are the subject of clinical evaluations and scientific publications.

 

1. Toap Run: walking and balance disorders 

 

Initially for Parkinson's disease.
It's a runner game, where the child plays a mischievous TOAP and makes movements to the rhythm of the music in colorful settings (avoiding obstacles, running in a meadow, surfing on a river or rushing a mine in a car while collecting as many pieces as possible)

"thanks to TOAP Run, the patient feels more stable. There is an improvement in motor skills, quality of life, cognitive functions and a decrease in falls " Neurologist 

Regulated health product: CE marking, confirms to the European regulations relating to Medical Devices (Directive 93/42/EEC). 

https://www.curapy.com/jeux/toap-run/

 


2. Voracy Fish: upper limb rehabilitation 

 

With only his arm and hand in control, the patient controls his Voracy, a voracious fish, and makes it evolve in a marine universe full of dangers. The only thing to do: go on an adventure to find the buried treasures and only attack smaller than yourself! 

https://www.curapy.com/jeux/voracy-fish/

 

 

 

 

 

 

 

 

 

 

 

 

 

 

KINEQUANTUM

 

Kinequantum offers a stimulating and immersive experience for children, involving them in their therapy. It is a new form of physiotherapy with complete body exercises via immersive virtual reality, thanks to a helmet. The parameters of the virtual environment are controlled, which makes it possible to create appropriate evaluation and rehabilitation exercises (balance, spine, vestibular or upper limb). More than 60 functional assessment and rehabilitation exercises are available, with regular additions. 

"We're amazed by the virtual reality so it really takes us into another world. Everything is done naturally so we don't think about the pain we could have if we were focused only on movement" - patient testimony 

https://www.kinequan

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Who is this method for ?

Children and adults with motor disorders, including cerebral palsy, hemiplegia, hemiparesis

Scientific references

"Research has shown that patients are two to three times more likely to exercise with IREX, and for two to three times longer. 


Literature review on 86 studies: Kinect, the EyeToy system and GestureTek IREX are the most commonly used technologies to study the effects of serious-games and vision-based virtual reality systems on rehabilitation. Most studies have focused on postural control and limb exercises. Although the interest of the research community in this area is growing, many clinical trials are unclear in many respects and are not standardized. 


Source: Vision-based serious games and virtual reality systems for motor rehabilitation: A review geared toward a research methodology. https://www.ncbi.nlm.nih.gov/pubmed/31557701

 

"There was no effect of a 5-day VR-based intervention on the postural control mechanisms used in response to oscillating platform disturbances. Further studies will further adapt VR interventions to patients' functional balance needs."


Source: The Effects of a 5-Day Virtual-Reality Based Exercise Program on Kinematics and Postural Muscle Activity in Youth with Cerebral Palsy. https://www.ncbi.nlm.nih.gov/pubmed/30265609
 

Any remarks or comments ?

This work is based on a collaborative approach to sharing research and family experience.

If you have any comments, suggestions for modifications or corrections or clarifications to make, please let us know by email at contact@leneurogroupe.org

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