Posts Tagged video gaming
Microsoft and the Department of Veterans Affairs have announced a new collaboration to help veterans with limited mobility get back in the game.
Thanks to the new Xbox Adaptive Controller a game controller made for people with limited mobility. The tech giant is helping provide Xbox controllers and services to vets as a part of their therapeutic and rehabilitative activities to help challenge muscle activation and hand-eye coordination and increase participation in social and recreational activities.
“This partnership is another step toward achieving VA’s strategic goals of providing excellent customer experiences and business transformation,” VA Secretary Robert Wilkie said. “VA remains committed to offering solutions for Veterans’ daily life challenges.”
Gaming is a popular activity among the military and vet community — but using a traditional game controller is a big obstacle for many injured veterans, and losing out on this activity was a big blow for many in the community.
“We’re looking for platforms for veterans to interact with each other, and the Xbox Adaptive Controller can be that access point to get involved in this world and in the gaming community,” said Dr. Leif Nelson of the National Veterans Sports Programs & Special Events at the VA.
And while many still see playing video games as a lonely activity, it is actually the opposite for many.
“Gaming is now everywhere in the world, and while people tend to think of it as isolating, we’re finding that it actually has the opposite effect and can increase interactions with other veterans and folks who are non-veterans. I think this can be a tool in the rehabilitation process to achieve a lot of different goals,” Dr. Nelson said.
Jeff Holguin, who was discharged for the U.S. Coast Guard after an injury, used gaming as a way to cope with the depression and post-traumatic stress disorder. After losing a career in the military, he lost part of his identity and felt adrift in the civilian world. And so he turned to gaming.
“It gave me an outlet, a virtual efficacy within a world that I didn’t feel like I had a place in anymore,” Holguin said. “I made a lot of social connections and friends through that virtual space.”
Mike Monthervil, a U.S. Army veteran injured in Afghanistan, sees gaming as a big help in his recovery. “I think gaming is helping soldiers like myself getting back to doing what they love and bringing joy into their lives.”
And the benefits extend beyond the social.
“We can assign a number of therapeutic values to gaming,” said recreation therapist Jamie Kaplan. “It’s fine motor skills, gross motor skills, decision-making ability, information processing, cognitive processing and we’re able to use the game in their treatment plans.”
Microsoft is donating the controllers, game consoles, games, and other adaptive equipment in the hopes of bringing gaming to veterans with spinal cord injuries, amputations, and neurological or other injuries at 22 VA medical centers across the US.
“We owe so much to the service and sacrifice of our Veterans, and as a company, we are committed to supporting them,” Microsoft CEO Satya Nadella said. “Our Xbox Adaptive Controller was designed to make gaming more accessible to millions of people worldwide, and we’re partnering with the U.S. Department of Veterans Affairs to bring the device to Veterans with limited mobility, connecting them to the games they love and the people they want to play with.”
Virtual reality and interactive video gaming have emerged as recent treatment approaches in stroke rehabilitation with commercial gaming consoles in particular, being rapidly adopted in clinical settings. This is an update of a Cochrane Review published first in 2011 and then again in 2015.
Primary objective: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on upper limb function and activity.Secondary objectives: to determine the efficacy of virtual reality compared with an alternative intervention or no intervention on: gait and balance, global motor function, cognitive function, activity limitation, participation restriction, quality of life, and adverse events.
We searched the Cochrane Stroke Group Trials Register (April 2017), CENTRAL, MEDLINE, Embase, and seven additional databases. We also searched trials registries and reference lists.
Randomised and quasi-randomised trials of virtual reality (“an advanced form of human-computer interface that allows the user to ‘interact’ with and become ‘immersed’ in a computer-generated environment in a naturalistic fashion”) in adults after stroke. The primary outcome of interest was upper limb function and activity. Secondary outcomes included gait and balance and global motor function.
DATA COLLECTION AND ANALYSIS:
Two review authors independently selected trials based on pre-defined inclusion criteria, extracted data, and assessed risk of bias. A third review author moderated disagreements when required. The review authors contacted investigators to obtain missing information.
We included 72 trials that involved 2470 participants. This review includes 35 new studies in addition to the studies included in the previous version of this review. Study sample sizes were generally small and interventions varied in terms of both the goals of treatment and the virtual reality devices used. The risk of bias present in many studies was unclear due to poor reporting. Thus, while there are a large number of randomised controlled trials, the evidence remains mostly low quality when rated using the GRADE system. Control groups usually received no intervention or therapy based on a standard-care approach.
results were not statistically significant for upper limb function (standardised mean difference (SMD) 0.07, 95% confidence intervals (CI) -0.05 to 0.20, 22 studies, 1038 participants, low-quality evidence) when comparing virtual reality to conventional therapy. However, when virtual reality was used in addition to usual care (providing a higher dose of therapy for those in the intervention group) there was a statistically significant difference between groups (SMD 0.49, 0.21 to 0.77, 10 studies, 210 participants, low-quality evidence).
when compared to conventional therapy approaches there were no statistically significant effects for gait speed or balance. Results were statistically significant for the activities of daily living (ADL) outcome (SMD 0.25, 95% CI 0.06 to 0.43, 10 studies, 466 participants, moderate-quality evidence); however, we were unable to pool results for cognitive function, participation restriction, or quality of life. Twenty-three studies reported that they monitored for adverse events; across these studies there were few adverse events and those reported were relatively mild.
We found evidence that the use of virtual reality and interactive video gaming was not more beneficial than conventional therapy approaches in improving upper limb function. Virtual reality may be beneficial in improving upper limb function and activities of daily living function when used as an adjunct to usual care (to increase overall therapy time). There was insufficient evidence to reach conclusions about the effect of virtual reality and interactive video gaming on gait speed, balance, participation, or quality of life. This review found that time since onset of stroke, severity of impairment, and the type of device (commercial or customised) were not strong influencers of outcome. There was a trend suggesting that higher dose (more than 15 hours of total intervention) was preferable as were customised virtual reality programs; however, these findings were not statistically significant.
[Abstract+References] The Effectiveness of Developing Motor Skills Through Motion-Based Video Gaming: A Review
Background. Technology growth affords innovative teaching techniques as video gaming within education has increased in popularity. Motion-based video gaming (MBVG) is a type of gaming that requires the individual playing the game to be physically interactive. Thus, whatever movements the individual playing the game does is picked up by motion sensors and is mimicked via the on-screen character. MBVG provides constant feedback to learners and has been found to help motivate students, replace sedentary with active gaming, and can facilitate social interactions with peers.
Aim. This literature review reveals the current knowledge regarding the potential educational benefits of MBVG, particularly in physical education and sport pedagogy settings. Developments of video gaming in education as well as recent research regarding MBVG and its potential impact on physical skill development within educational environments are discussed.
Conclusion. MBVG may be beneficial with novices in teaching basic sport concepts or with individuals with special needs who might otherwise not be able to participate in the full authentic version of the sport. However, empirical evidence is lacking which supports the effective use of MBVG in accurately teaching authentic sport-specific motor skills.
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|via The Effectiveness of Developing Motor Skills Through Motion-Based Video Gaming: A ReviewSimulation & Gaming – Seth E. Jenny, David P. Schary, Kristy M. Noble, Shelley D. Hamill, 2017|
[ARTICLE] Virtual Reality Video Games to Promote Movement Recovery in Stroke Rehabilitation: A Guide for Clinicians
After stroke, people often have difficulty moving one arm and hand, but movement can improve with considerable practice. Arm movements may need to be repeated upwards of 2500 times for a person to approach his/her peak level of motor function.1 Video-gaming technology can effectively deliver engaging, high-repetition movement practice. Use of video games for rehabilitation can be as effective as more conventional approaches.2
There are 2 types of inexpensive, commonly available gaming systems that can be integrated into rehabilitation programs: controller based and camera tracking. In order for the systems to be used most effectively, it is necessary for therapists and/or individuals with stroke to assess both system types to determine which system best suits their needs and impairments.
The following are examples of systems and games that incorporate movements that may be useful for rehabilitation. This is not intended to be an exhaustive list, as new games and gaming systems are constantly being introduced to the market.