I kategorien Motivasjon og Treningsglede ble det inkludert 13 studier, hvor 6 er randomiserte kontrollerte studier, 2 studier har pre/post design, 2 case rapporter og 3 studier har andre design.

Oppsummert sier studiene følgende:

  • Kommersielle dataspill er en motiverende treningsmetode.
  • Kommersielle dataspill er mer motiverende sammenlignet med tradisjonell trening.
  • Kommersielle dataspill gir økt treningsglede.
  • Det sees en sammenheng mellom motivasjon og deltakelse på trening.

 

Referanseliste

Chen, M. H., Huang, L. L., Lee, C. F., Hsieh, C. L., Lin, Y. C., Liu, H., ... & Lu, W. S. (2014). A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke. Clinical rehabilitation, 0269215514554115.

Cheung, J., Maron, M., Tatla, S., & Jarus, T. (2013). Virtual reality as balance rehabilitation for children with brain injury: A case study. Technology and Disability, 25(3), 207-219.

Howcroft, J., Klejman, S., Fehlings, D., Wright, V., Zabjek, K., Andrysek, J., & Biddiss, E. (2012). Active video game play in children with cerebral palsy: potential for physical activity promotion and rehabilitation therapies. Archives of physical medicine and rehabilitation, 93(8), 1448-1456.

Meldrum, D., Glennon, A., Herdman, S., Murray, D., & McConn-Walsh, R. (2012). Virtual reality rehabilitation of balance: assessment of the usability of the Nintendo Wii® Fit Plus. Disability and rehabilitation: assistive technology, 7(3), 205-210.

Meldrum, D., Herdman, S., Vance, R., Murray, D., Malone, K., Duffy, D., ... & McConn-Walsh, R. (2015). Effectiveness of Conventional Versus Virtual Reality–Based Balance Exercises in Vestibular Rehabilitation for Unilateral Peripheral Vestibular Loss: Results of a Randomized Controlled Trial. Archives of physical medicine and rehabilitation, 96(7), 1319-1328.

Parry, I. S., Bagley, A., Kawada, J., Sen, S., Greenhalgh, D. G., & Palmieri, T. L. (2012). Commercially available interactive video games in burn rehabilitation: therapeutic potential. Burns, 38(4), 493-500.

Ramchandani, A., Carroll, K., Buenaventura, R., Douglas, J., & Liu, J. (2008, August). Wii-habilitation increases participation in therapy. In 2008 Virtual Rehabilitation (pp. 69-69). IEEE.

Sandlund, M., Lindh Waterworth, E., & Häger, C. (2011). Using motion interactive games to promote physical activity and enhance motor performance in children with cerebral palsy. Developmental Neurorehabilitation, 14(1), 15-21.

Sharan, D., Ajeesh, P. S., Rameshkumar, R., Mathankumar, M., Paulina, R. J., & Manjula, M. (2012). Virtual reality based therapy for post operative rehabilitation of children with cerebral palsy. Work, 41(Supplement 1), 3612-3615

Vernadakis, N., Derri, V., Tsitskari, E., & Antoniou, P. (2014). The effect of Xbox Kinect intervention on balance ability for previously injured young competitive male athletes: a preliminary study. Physical Therapy in Sport, 15(3), 148-155.

Yohannan, S. K., Tufaro, P. A., Hunter, H., Orleman, L., Palmatier, S., Sang, C., Yurt, R. W. (2011). The utilization of Nintendo® Wii™ during burn rehabilitation: a pilot study. Journal of Burn Care & Research, 33(1), 36-45.

Yohannan, S. K., Schwabe, E., Sauro, G., Kwon, R., Polistena, C., Gorga, D. I., & Yurt, R. W. (2012). Use of Nintendo® Wii™ in physical therapy of an adult with lower extremity burns. GAMES FOR HEALTH: Research, Development, and Clinical Applications, 1(1), 62-68.

Yong, C. H., Wei, R. F. M., Aimei, M. K., Yanting, P., Shan, C. P., Leng, M. N. Y., & Kumar, D. S. (2011, July). Effects of virtual reality games with physiotherapy on balance of children with cerebral palsy. In Proceedings of the 5th International Conference on Rehabilitation Engineering & Assistive Technology (p. 54). Singapore Therapeutic, Assistive & Rehabilitative Technologies (START) Centre.

Støttet av Sunnaas Sykehus, Extrastiftelsen, og Norsk forening for slagrammede.