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"Mission Control™ is a versatile computer access device designed for children who do not use a standard keyboard and standard mouse.
"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!
"The SilverFit Mile can be installed on your existing treadmill. A projector beams a virtual environment on a sceen in front of the treadmill. This gives the participant the feeling of actually walking through the surroundings."
"The SilverFit Newton is a virtual therapy system for strength training. It can be fitted to any type of equipment that operates with a weight stack such as a pulley, a leg press, or a shoulder press."
"The SilverFit is a system for virtual rehabilitation. It has been developed for people who have to exercise regularly as part of a rehabilitation program.
Therapy exergame is being used as physical therapy for patients recovering from surgeries.
This game combines entertainment, physical activity, and virtual environments.
Kappes, B. M., & Thompson, D. L. (1985). Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles. Journal of Clinical Psychology, 41(5), 698-706.
Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.
Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging, 23(4), 765-777.
Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.
Krichevets, A. N., Sirotkina, E. B., Yevsevicheva, I. V., & Zeldin, L. M. (1995). Computer games as a means of movement rehabilitation. Disability and Rehabilitation, 17(2), 100-105.
Resnick, H. (1986). Electronic technology and rehabilitation: A computerized simulation game for youthful offenders. Simulation & Gaming, 17(4), 460-466.
Hurkman, H.L., van den Berg-Emons, R.J., & Stam, H.J. (2010). Energy expenditure in adults with cerebral palsy playing Wii Sports. Archives of Physical Medicine and Rehabilitation, 91(10), 1577-1581.
Flynn, S., Palma, P., & Bender, A. (2007). Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: A case report. Journal of Neurologic Physical Therapy, 31(4), 180-189.
Lange, B., Flynn, S.M., & Rizzo, A.A. (2009). Game-based telerehabilitation. European Journal of Physical and Rehabilitation Medicine, 45(1), 143-151.
Ciavarro, C., Dobson, M., & Goodman, D. (2008). Implicit learning as a design strategy for learning games: Alert hockey. Computers in Human Behavior, 24(6), 2862-2872.
Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.
Nett, M. P., Collins, M. S., & Sperling, J. W. (2008). Magnetic resonance imaging of acute "Wiiitis" of the upper extremity. Skeletal Radiology, 37(5), 481-483.
Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of Neuroengineering and Rehabilitation, 1(1), 10.
Brasington, R. (1990). Nintendinitis. New England Journal of Medicine, 322(20), 1473-1474.
Macgregor, D. M. (2000). Nintendonitis?: A case report of repetitive strain injury in a child as a result of playing computer games. Scottish Medical Journal, 45(5), 150.
Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.
Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV Cognitive rehabilitation through computer games. Perceptual and Motor Skills, 69(3), 851-858.
Takahashi, C. D., Der-Yeghiaian, L., Rehan, V. L., Motiwala, R., & Cramer, S. C. (2008). Robot-based hand motor therapy after stroke. Brain: A Journal of Neurology, 131(2), 425-437.
Szturm, T., Peters, J. F., Otto, C., Kapadia, N., & Desai, A. (2008). Task-specific rehabilitation of finger-hand function using interactive computer gaming. Archives of Physical Medicine and Rehabilitation, 89(11), 2213-2217.
Rand, D., Kizony, R., & Weiss, P. T. (2008). The Sony Playstation II EyeToy: Low-cost virtual reality for use in rehabilitation. Journal of Neurologic Physical Therapy, 32(4), 155-163.
Sietsema, J.M., Nelson, D.L., Mulder, R.M., Mervau-Scheidel, D., & White, B.E. (1993). The use of a game to promote arm reach in persons with traumatic brain injury. American Journal of Occupational Therapy, 47(1),19-24.
Adriaenssens, P., Eggermont, E., Pyck, K., Boeckx, W., & Gilles, B. (1988). The video invasion of rehabilitation. Burns, Including Thermal Injury, 14(5), 417-419.
Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation
Legg, L., & Langhorne, P. (2004). Therapy-based rehabilitation for stroke patients living at home. Stroke, 35(4), 1022.
Hoffman, H. G., Patterson, D. R., & Carrougher, G. J. (2000). Use of virtual reality for adjunctive treatment of adult burn pain during physical therapy: A controlled study. The Clinical Journal of Pain, 16(3), 244-250.
Betker, A. L., Szturm, T., Moussavi, Z. K., & Nett, C. (2006). Video game-based exercises for balance rehabilitation: A single-subject design. Archives of Physical Medicine and Rehabilitation, 87(8), 1141-1149.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
Szer, J. (1983). Video games as physiotherapy. The Medical Journal of Australia, 1(9), 401-402.
Phillips, W. R. (1991). Video-game therapy. The New England Journal of Medicine, 325(17), 1256-1257.
Yalon-Chamovitz, S., & Weiss, P. L. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research in Developmental Disabilities, 29(3), 273-287.
Crosbie, J. H., Lennon, S., Basford, J. R., & McDonough, S. M. (2007). Virtual reality in stroke rehabilitation: Still more virtual than real. Disability and Rehabilitation, 29(14), 1139 – 1146.
Broeren, J., Bjorkdahl, A., Claesson, L., Goude, D., Lundgren-Nilsson, A., Samuelsson, H.,... & Rydmark, M. (2008). Virtual rehabilitation after stroke. Studies in Health Technology and Informatics, 136, 77-82.
Bowman, T. (1997). VR meets physical therapy. Communications of the ACM, 40(8), 59-60.
Robinson, R. J., Barron, D. A., Grainger, A. J., & Venkatesh, R. (2008). Wii knee. Emergency Radiology, 15(4), 255-257.
"iConecto is a leading experiential media Solutions firm focused on superior health and performance.
The vision of SilverFit is to "strongly improve elderly and rehabilitation care on a worldwide scale through new products and training methods that enable elderly people to retain health and indepe
"As one of the preeminent research universities in the world, the U offers students a transformative education that sets the foundation for a lifetime of success, innovative ideas and healthy participation in a global community."





































