Efficacy of videogames and exergames in pediatric neurorehabilitation: a systematic review.

Autor: Polizzi A; Department of Educational Science, University of Catania, Catania, Italy., Rinella S; Department of Educational Science, University of Catania, Catania, Italy., Ruggieri M; Unit of Clinical Pediatrics, Department of Clinical and Experimental Medicine, University of Catania, Catania, Italy., Gentile AE; National Center for Rare Diseases, Istituto Superiore di Sanità, Rome, Italy., Verrelli CM; Department of Electronic Engineering, University of Rome Tor Vergata, Rome, Italy., Iosa M; Department of Psychology, Sapienza University, Rome, Italy - marco.iosa@uniroma1.it.; Scientific Institute for Research, Hospitalization and Healthcare (IRCCS), Santa Lucia Foundation, Rome, Italy.
Jazyk: angličtina
Zdroj: Minerva pediatrics [Minerva Pediatr (Torino)] 2024 Oct; Vol. 76 (5), pp. 690-702. Date of Electronic Publication: 2023 Jun 16.
DOI: 10.23736/S2724-5276.23.07146-X
Abstrakt: Introduction: In recent years, the rehabilitation of children with neurological disorders has taken into account the possibility of using videogaming consoles and virtual reality systems to make children's therapy more enjoyable, motivating, participated and effective. This study aims at conducting a systematic review about the use and the efficacy of digital games in pediatric neurorehabilitation.
Evidence Acquisition: In accordance with the PRISMA approach, a rather wide-ranging search was conducted on PubMed, Scopus, and Web of Science databases by using different combinations of keywords based on MeSH terms.
Evidence Synthesis: Fifty-five papers have been included into this review, namely, 38 original studies and 17 reviews. The total number of children and adolescents is 573, with 58% of them being affected by cerebral palsy. Despite a wide variability in the adopted protocols, devices, assessment tools, and a more frequent focus on motor aspects than on cognitive ones, the results of the majority of the analyzed studies support the safety (i.e., absence of severe adverse effects) and efficacy of the videogame-based therapy.
Conclusions: Videogames, when administered by means of commercial consoles or ad-hoc digital systems, seem to be a valid support for physical therapy. Further researchers are needed to deeply investigate the role of this approach in cognitive therapy and cognitive outcomes.
Databáze: MEDLINE