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The Implementation of Commercial Video Gaming in Rehabilitation: A Scoping Review

Lappegård, Pernille
Master thesis
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Pernille-Lappeg ... on---A-Scoping-Review-.pdf (503.1Kb)
Year
2016
Permanent link
http://urn.nb.no/URN:NBN:no-54506

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  • Psykologisk institutt [2995]
Abstract
There is a large global need for rehabilitation, and not enough sufficient methods of delivering it. Gamification, and specifically the use of commercially available video gaming, is a potential solution. The current state of knowledge in this field of research is scattered and inconclusive. Therefore, a scoping review with the aim of investigating the entire field was conducted with two main research questions: 1) What is the current state of the field of research on the use and implementation of commercial video gaming in rehabilitation? 2) What is known about the quality of measurements from commercial consoles regarding rehabilitation? The search strategy resulted in 631 relevant articles that were categorised in nine themes based on a content analysis. Each theme represents a different section of the research, and comments on the current state of the field. It was found that although the methods can be characterised as inconsistent, there are promising results for the use of commercial video gaming in several different rehabilitation settings. Further, the reliability and the validity of the measurements relevant for rehabilitation settings from both the Xbox Kinect, and the Nintendo Wii were investigated. The clinical relevance of these measurements was also investigated by scrutinising the research on the consoles ability to diagnose and evaluate patients. The findings suggest that the measurements from commercial consoles are both valid and reliable and can contribute to evaluating and diagnosing patients. However, there is need for further research in the entire field, and especially in order to consolidate the findings on the value of measurements from commercial consoles.
 
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