Citation: Aulisio, M., Han, D., & Glueck, A. (2020). Virtual reality gaming as a neurorehabilitation tool for brain injuries in adults: A systematic review. Brain Injury, 34(10), 1322-1330. Link to publisher’s article.
Archives
Effect of virtual reality on balance in individuals with Parkinson’s disease: A systematic review and meta-analysis of randomized controlled trials
Citation: Chen, Y., Gao, Q., He, C., & Bian, R. (2020). Effect of virtual reality on balance in individuals with Parkinson’s disease: A systematic review and meta-analysis of randomized controlled trials. Physical Therapy, 100(6), 933-945. Link to publisher’s article.
Effectiveness of virtual reality in the treatment of hand function in children with cerebral palsy: A systematic review
Citation: Rathinam, C., Mohan, V., Peirson, J., Skinner, J., Nethaji, K., & Kuhn, I. (2019). Effectiveness of virtual reality in the treatment of hand function in children with cerebral palsy: A systematic review. Journal of Hand Therapy, 32(4), 426-434. Link to publisher’s article.
Effect of virtual reality therapy on balance and walking in children with cerebral palsy: A systematic review
Citation: Warnier, N., Lambregts, S., & Van De Port, I. (2019). Effect of virtual reality therapy on balance and walking in children with cerebral palsy: A systematic review. Developmental Neurorehabilitation. Advance Online Publication. Link to publisher’s article.
The effect of virtual reality games on the gross motor skills of children with cerebral palsy: A meta-analysis of randomized controlled trials
Citation: Ren, Z. & Wu, J. (2019). The effect of virtual reality games on the gross motor skills of children with cerebral palsy: A meta-analysis of randomized controlled trials. International Journal of Environmental Research & Health, 16(20), 1-15. Link to publisher’s article.
Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls
Citation: Phu, S., Vogrin, S., Saedi, A., Duque, G. (2019). Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls. Clinical Interventions in Aging, 14, 567-1577. Link to publisher’s article.
Effectiveness of the Wii for pediatric rehabilitation in individuals with cerebral palsy: A systematic review
Citation: Chesser, B., Blythe, S., Ridge, L., Tomaszewski, R., & Kinne, B. (2020). Effectiveness of the Wii for pediatric rehabilitation in individuals with cerebral palsy: A systematic review. Physical Therapy Reviews, 25(2), 106-117. Link to publisher’s article.
Serious games for children with chronic diseases: A systematic review
Citation: Holtz, B., Murray, K, & Park, T. (2018). Serious games for children with chronic diseases: A systematic review. Games for Health Journal, 7(5), 291-301. Link to publisher’s article.
Combining exercise physiology, recreational therapy, virtual reality gaming technology, and psychosocial rehabilitation to promote physical exercise in serious mental illness
Citation: Choi, J., Taylor, B., Fiszdon, J., Astur, R. Haber, L., Shagan, D., Tek, C., Kurtz, M., & Pearlson, G. (2019). Combining exercise physiology, recreational therapy, virtual reality gaming technology, and psychosocial rehabilitation to promote physical exercise in serious mental illness. Schizophrenia Bulletin, 45(2), S139-S140. Link to publisher’s article.
Activity and occupation-based interventions to support mental health, positive behavior, and social participation for children and youth: A systematic review
Citation: Cahill, S., Egan, B., & Seber, J. (2020). Activity and occupation-based interventions to support mental health, positive behavior, and social participation for children and youth: A systematic review. American Journal of Occupational Therapy, 74(2), 28. Link to publisher’s article.