Published on in Vol 7, No 1 (2020): Jan-Jun

The Practical Work of Ensuring the Effective Use of Serious Games in a Rehabilitation Clinic: Qualitative Study

The Practical Work of Ensuring the Effective Use of Serious Games in a Rehabilitation Clinic: Qualitative Study

The Practical Work of Ensuring the Effective Use of Serious Games in a Rehabilitation Clinic: Qualitative Study

Authors of this article:

João Almeida 1 Author Orcid Image ;   Francisco Nunes 1 Author Orcid Image

Journals

  1. Haghighi Osgouei R, Soulsby D, Bello F. Rehabilitation Exergames: Use of Motion Sensing and Machine Learning to Quantify Exercise Performance in Healthy Volunteers. JMIR Rehabilitation and Assistive Technologies 2020;7(2):e17289 View
  2. Garske C, Dyson M, Dupan S, Nazarpour K. Perception of Game-Based Rehabilitation in Upper Limb Prosthetic Training: Survey of Users and Researchers. JMIR Serious Games 2021;9(1):e23710 View
  3. Mangal N, Tiwari A. A review of the evolution of scientific literature on technology-assisted approaches using RGB-D sensors for musculoskeletal health monitoring. Computers in Biology and Medicine 2021;132:104316 View
  4. Warsinsky S, Schmidt-Kraepelin M, Rank S, Thiebes S, Sunyaev A. Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING). Journal of Medical Internet Research 2021;23(9):e30390 View
  5. Garske C, Dyson M, Dupan S, Morgan G, Nazarpour K. Serious Games Are Not Serious Enough for Myoelectric Prosthetics. JMIR Serious Games 2021;9(4):e28079 View
  6. Li W, Shi P, Li S, Yu H. Current status and clinical perspectives of extended reality for myoelectric prostheses: review. Frontiers in Bioengineering and Biotechnology 2024;11 View