Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review.

Autor: Iosa M; Department of Psychology, Sapienza University of Rome, Rome, Italy.; Scientific Institute for Research, Hospitalization and Healthcare (IRCCS) Santa Lucia Foundation, Rome, Italy., Verrelli CM; Electronic Engineering Department, University of Rome Tor Vergata, Rome, Italy., Gentile AE; National Centre for Rare Diseases, Istituto Superiore di Sanità, Rome, Italy., Ruggieri M; Unit of Rare Diseases of the Nervous System in Childhood, Department of Clinical and Experimental Medicine, University of Catania, Catania, Italy., Polizzi A; Department of Educational Science, Chair of Pediatrics, University of Catania, Catania, Italy.
Jazyk: angličtina
Zdroj: Frontiers in pediatrics [Front Pediatr] 2022 Jan 28; Vol. 10, pp. 775356. Date of Electronic Publication: 2022 Jan 28 (Print Publication: 2022).
DOI: 10.3389/fped.2022.775356
Abstrakt: Introduction: The emergence of gaming technologies, such as videogames and virtual reality, provides a wide variety of possibilities in intensively and enjoyably performing rehabilitation for children with neurological disorders. Solid evidence-based results are however required to promote the use of different gaming technologies in pediatric neurorehabilitation, while simultaneously exploring new related directions concerning neuro-monitoring and rehabilitation in familiar settings.
Aim of the Study and Methods: In order to analyze the state of the art regarding the available gaming technologies for pediatric neurorehabilitation, Scopus and Pubmed Databases have been searched by following: PRISMA statements, PICOs classification, and PEDro scoring.
Results: 43 studies have been collected and classified as follows: 11 feasibility studies; six studies proposing home-system solutions; nine studies presenting gamified robotic devices; nine longitudinal intervention trials; and eight reviews. Most of them rely on feasibility or pilot trials characterized by small sample sizes and short durations; different methodologies, outcome assessments and terminologies are involved; the explored spectrum of neurological conditions turns out to be scanty, mainly including the most common and wider debilitating groups of conditions in pediatric neurology: cerebral palsy, brain injuries and autism.
Conclusion: Even though it highlights reduced possibilities of drawing evidence-based conclusions due to the above outlined biases, this systematic review raises awareness among pediatricians and other health professionals about gaming technologies. Such a review also points out a definite need of rigorous studies that clearly refer to the underlying neuroscientific principles.
Competing Interests: The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest. The handling editor declared a shared affiliation with one of the authors MI at the time of review.
(Copyright © 2022 Iosa, Verrelli, Gentile, Ruggieri and Polizzi.)
Databáze: MEDLINE