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Mission Control
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AT KidSystems

"Mission Control™ is a versatile computer access device designed for children who do not use a standard keyboard and standard mouse.

Pain Tricks
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"A colourful collection of tricks to make medical procedures less scary and sore. For kids and grown ups too!

 

SilverFit Mile
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SilverFit

"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."

SilverFit Newton
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SilverFit

"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."

Stroke Rehabilitation
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Rutgers, The State University of New Jersey (Rutgers University)
Rutgers University and The State University of New Jersey developed this software program and gaming glove designed to help patients recover hand function after experiencing a stroke. This virtual rehabilitation system is based on the Microsoft Xbox...
The SilverFit
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SilverFit

"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 Tiles
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Entertainment Robotics

Therapy exergame is being used as physical therapy for patients recovering from surgeries.

TRAQ 3D
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TRAQ Ltd.

This game combines entertainment, physical activity, and virtual environments.

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Hsu, J.K., Thibodeau, R., Wong, S.J., Zukiwsky, D., Cecile, S., & Walton, D.M. (2011).  A "Wii" bit of fun: The effects of adding Nintendo Wii Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfun...
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Joo, L.Y., Yin, T.S., Xu, D., Thia, E., Kuah, C.W.K.,& Kong He, K. (2010).  A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke. Journal of Rehabilitation Medic...
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Housman, S. J., Scott, K. M., & Reinkensmeyer, D. J. (2009). A randomized controlled trial of gravity-supported, computer-enhanced arm exercise for individuals with severe hemiparesis. Neurorehabilitation and Neural Repair, 23(5), 505-514....
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McLay, R., Wood, D., Webb-Murphy, J., Spirra, J., Wiederhold, M., Pyne, J., & Wiederhold, B. (2011). A randomized, controlled trial of virtual reality-graded exposure therapy for post-traumatic stress disorder in active duty service members...
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Espay, A.J., Baram, Y., Dwivedei, A.K., Shukla, R., Gartner, M., Gaines, L., Duker, A.P., Revilla, F.J. (2010). At-home training with closed-loop augmentated-reality cueing device for improving gait in patients with Parkinson disease. Journal of Reha...
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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.

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Hoppes, S. (1997). Can play increase standing tolerance?: A pilot-study. Physical and Occupational Therapy in Geriatrics, 15(1), 65-73.

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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.

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Griffiths, M. (2004). Can videogames be good for your health? Journal of Health Psychology, 9(3), 339-344.

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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.

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Klingberg, T., Fernell, E., Olesen, P. J., Johnson, M., Gustafsson, P., Dahlstrom, K.,...Westerberg, H. (2005). Computerized training of working memory in children with adhd: A randomized, controlled trial. Journal of the American Academy of Child &a...
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Lange, B., Flynn, S., Proffitt, R., Chang, C.Y., & Rizzo, A. (2010).  Development of an interactive game-based rehabilitation tool for dynamic balance training. Topics in Stroke Rehabilitation, 17(5), 345-352....
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O'Connor, T. J., Fitzgerald, S. G., Cooper, R. A., Thorman, T. A., & Boninger, M. L. (2001). Does computer game play aid in motivation of exercise and increase metabolic activity during wheelchair ergometry? Medical Engineering and Physics, 23(4)...
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Widman, L. M., McDonald, C. M., & Abresch, R. T. (2006). Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. The Journal of Spinal Cord Medicine, 29...
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Saposnik, G., Mandani, M., Bayaley, M., Thorpe, K.E., Hall, J., Cohen, L.G., & Teasell, R. (2010). Effectiveness of virtual reality exercises in stroke rehabilitation (EVEREST): Rationale, design, and protocol of a pilot randomized clinical trial...
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Saposnik, G., Teasell, R., Mamdani, M., Hall, J., McIlroy, W., Cheung, D., Thorpe, K.E., Cohen, L.G., & Bayley, M. (2010).  Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: A pilot randomized clinical tr...
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Resnick, H. (1986). Electronic technology and rehabilitation: A computerized simulation game for youthful offenders. Simulation & Gaming, 17(4), 460-466.

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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.

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O'Connor, T. J., Cooper, R. A., Fitzgerald, S. G., Dvorznak, M. J., Boninger, M. L., VanSickle, D. P., & Glass, L. (2000). Evaluation of a manual wheelchair interface to computer games. Neurorehabilitation and Neural Repair, 14(1), 21-31....
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Sveistrup, H., McComas, J., Thornton, M., Marshall, S., Finestone, H., McCormick, A.,...Mayhew, A. (2003). Experimental studies of virtual reality-delivered compared to conventional exercise programs for rehabilitation. Cyberpsychology and Behavior,...
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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.

Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy
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Johnson, M. J., Ramachandran, B., Paranjape, R. P., & Kosasih, J. B. (2006). Feasibility study of Theradrive: A low-cost game-based environment for the delivery of upper arm stroke therapy. Proceeding from IEEE Engineering in Medicine and Biology...
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Betker, A. L., Desai, A., Nett, C., Kapadia, N., & Szturm, T. (2007). Game-based exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries. Physical Therapy, 87(10), 1389-1398....
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Lange, B., Flynn, S.M., & Rizzo, A.A. (2009). Game-based telerehabilitation. European Journal of Physical and Rehabilitation Medicine, 45(1), 143-151.

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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.

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Akhutina, T., Foreman, N., Krichevets, A., Matikka, L., Narhi, V., Pylaeva, N., & Vahakuopus, J. (2003). Improving spatial functioning in children with cerebral palsy using computerized and traditional game tasks. Disability and Rehabilitation, 2...
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Golomb, M.R., McDonald, B.C., Warden, S.J., Yonkman, J., Saykin, A.J., Shirley, B., Huber, M., Rabin, B., AbdelBaky, M., Nwosu, M.E., Barkat-Masih, M., & Burdea, G.C. (2010). In-home virtual reality videogame telerehabilitation in adolescents wit...
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Cole, S.W., Yoo, D.J., Knutson, B. (2012) Interactivity and reward-related neural activation during a serious videogame. PLoS ONE, 7(3), e33909.

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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.

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Sveistrup, H. (2004). Motor rehabilitation using virtual reality. Journal of Neuroengineering and Rehabilitation, 1(1), 10.

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Brasington, R. (1990). Nintendinitis. New England Journal of Medicine, 322(20), 1473-1474.

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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.

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Paez, S., Maloney, A., Kelsey, K., Wiesen, C., & Rosenberg, A. (2009). Parental and environmental factors associated with physical activity among children participating in an active video game. Pediatric Physical Therapy, 21(3), 245-253....
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Yavuzer, G., Senel, A., Atay, M. B., & Stam, H. J. (2008). PlayStation EyeToy game improves upper extremity-related motor functioning in subacute stroke: A randomized controlled clinical trial. European Journal of Physical Medicine and Rehabilita...
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Vaidya, H. J. (2004). PlayStation thumb. Lancet, 363(9414), 1080.

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Karim, S. A. (2005). PlayStation thumb – a new epidemic in children. South African Medical Journal, 95(6), 412.

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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.

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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.

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Merians, A. S., Poizner, H., Boian, R., Burdea, G., & Adamovich, S. (2006). Sensorimotor training in a virtual reality environment: Does it improve functional recovery poststroke? Neurorehabilitation and Neural Repair, 20(2), 252-267....
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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.

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Das, D., Grimmer, K., Sparnon, A., McRae, S., & Thomas, B. (2005). The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: A randomized controlled trial. BMC Pediatrics, 5(1), 1471-2431....
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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.

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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.

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Haik, J., Tessone, A., Nota, A., Mendes, D., Raz, L., Goldan, O., Regev, E., Winkler, E., Mor, E., Orenstein, A., & Hollombe, I. (2006). The use of video capture virtual reality in burn rehabilitation: The possibilities. Journal of Burn Care and...
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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
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Johnson, M. J., Trickey, M., Brauer, E., & Feng, X. (2004). Theradrive: A new stroke therapy concept for home-based, computer-assisted motivating rehabilitation. In Proceedings of the 29th Annual International Conference of the IEEE Engineering i...
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Legg, L., & Langhorne, P. (2004). Therapy-based rehabilitation for stroke patients living at home. Stroke, 35(4), 1022.

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Deutsch, J. E., Borbely, M., Filler, J., Huhn, K., & Guarrera-Bowlby, P. (2008). Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy, 88(10), 1196-1207....
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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.

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Sandlund, M., Waterworth, E.L., & Hager, 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....
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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.

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Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.

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Szer, J. (1983). Video games as physiotherapy. The Medical Journal of Australia, 1(9), 401-402.

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Phillips, W. R. (1991). Video-game therapy. The New England Journal of Medicine, 325(17), 1256-1257.

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Riva, G., Rizzo, A., Alpini, D., Attree, E. A., Barbieri, E., Bertella, L.,...& Weiss, P. L. (1999). Virtual environments in the diagnosis, prevention, and intervention of age-related diseases: A review of VR scenarios proposed in the EC veteran...
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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.

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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.

Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy
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Rand, D., Kizony, R., & Weiss, P. L. (2004). Virtual reality rehabilitation for all: Vivid GX versus Sony PlayStation 2 EyeToy. In Proceedings of the 5th International Conference: Disability, Virtual Reality, and Associated Technologies (Oxford,...
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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.

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Broeren, J., Claesson, L., Goude, D., Rydmark, M., & Sunnerhagen, K. S. (2008). Virtual rehabilitation in an activity centre for community-dwelling persons with stroke: The possibilities of 3-dimensional computer games. Cerebrovascular Diseases,...
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Bowman, T. (1997). VR meets physical therapy. Communications of the ACM, 40(8), 59-60.

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Robinson, R. J., Barron, D. A., Grainger, A. J., & Venkatesh, R. (2008). Wii knee. Emergency Radiology, 15(4), 255-257.

First Previous Page  of 7 NextLast First Previous Page  of 2 NextLast
Annals of Behavioral Medicine
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"Annals of Behavioral Medicine aims to foster the exchange of knowledge derived from the disciplines involved in the field of behavioral medicine, and the integration of biological, psychosocial, and behavioral factors and principles as they relate t...
Game Forward (gamefwd)
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"Game Forward (gamefwd) is an independent, family-run publication based in Ottawa, Canada. It was launched in January of 2008 as a hobbyist blog focussing on Game Accessibility by an avid gamer that was born with Cerebral Palsy. Game Forward quickly...
Games and Simulation for Healthcare Library and Database
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"This website aims to provide a portal and network to meet the needs of clinicians, researchers and educators in the healthcare community who want to integrate games and simulation into their scholarship and patient care strategy.  This resou...
AT KidSystems
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"AT KidSystems™ was established in January 2005 to manufacture, market, and distribute children-related products that emerge from the research and development initiatives of AnthroTronix, Inc. A human factors engineering firm, AnthroTronix is focus...
Entertainment Robotics
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"Entertainment Robotics was established in 1999, and legally founded in February 2000, as a spin-off from world leading research into modern artificial intelligence, robotics, modular robotics, and playware. The company takes the view that products s...
Handicap International
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"Handicap International is an international organisation specialised in the field of disability. Non-governmental, non-religious, non-political and non-profit making, it works alongside people with disabilities, whatever the context, offering them as...
HAPPYneuron
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"HAPPYneuron's mission is to apply knowledge and research from the field of Cognitive Neuroscience to the stimulation and enhancement of the brain's natural ability to adapt, learn and regenerate. Our goal is to provide scientifically rigorous and va...
iConecto
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"iConecto is a leading experiential media Solutions firm focused on superior health and performance.

Indiana University
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"Indiana University is a major multi-campus public research institution, grounded in the liberal arts and sciences, and a world leader in professional, medical, and technological education. Indiana University’s mission is to provide broad access to...
InterAction Laboratories
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"The Company develops computer interface technologies for immersive physical interactions that people usually only experience in the real world. The focus is on adding resistance and mass to virtual objects in video games, military simulations and ot...
MedStar Health
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"MedStar Health is a $4 billion not-for-profit, regional healthcare system with a network of nine hospitals and 20 other health-related businesses across Maryland and the Washington, D.C., region. As the area's largest health system, it is one of...
Ohio University
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"Ohio University is a public university providing a broad range of educational programs and services. As an academic community, Ohio University holds the intellectual and personal growth of the individual to be a central purpose. Its programs are des...
PlayMancer
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"PlayMancer (A European Serious Gaming 3D Environment) is a collaborative project that is developing a new serious gaming environment that will 1) construct a gaming environment with innovative ICT modes of interaction, 2) apply principles of Univers...
Rutgers, The State University of New Jersey (Rutgers University)
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Rutgers has developed health games including Stroke Rehabilitation and Let’s Talk About It. "Rutgers, The State University of New Jersey, is a leading national public research university and the state’s preeminent, comprehensive public institutio...
SilverFit
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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

SportKat
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"SportKat LLC has been a provider in the development of devices that meet the growing need of balance therapy, training and rehabilitation. All of the compnay's products offer strength, flexibility and agility training as well as orthopedic rehabilit...
SportWall International
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"Sportwall International Inc. was founded in 1990 and initially manufactured non-electronic backboards for tennis. These non-electronic backboards served as product research during the development phase of the Sports-PC and are still in high demand w...
Springfield College
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"For more than a century, Springfield College has been a leader in providing a broad and balanced educational experience. Humanics, the philosophy that has inspired Springfield College from its beginning, calls for educating the whole person—spirit...
Technogym
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"Technogym is a world leader in the design of fitness equipment for fitness facilities, hotels, spas, rehabilitation centers, corporate gyms, universities, professional sports facilities, private homes, and beyond. But simply to state that we design,...
TRAQ  Ltd.
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"TRAQ 3D's founders and contributing consultants have extensive professional experience in computer-based simulation, exercise science, program design, medical instrumentation, equipment manufacturing, the sales and marketing of medical and exercise...
University of Utah
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"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."

University of Wisconsin–Madison School of Education
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UW-Madison’s Morgridge Institue for Research sponsors the Games+Learning+Society Conference. "Long recognized as a leader in education, today the School is addressing some of society's most critical needs. Through partnerships with Professional Dev...
Virginia Commonwealth University
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"Situated in the heart of Richmond, the capital of Virginia since 1779, Virginia Commonwealth University serves an integral role in the economic health of the city — educating the current and future workforce, reaching out to the community, adva...
Virtual Reality Medical Center
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"For the past 10 years, The Virtual Reality Medical Center (VRMC) has been using simulation technologies in three main areas: 1) treating patients with anxiety disorders, 2) training for both military and civilian populations, and 3) enhancing variou...
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