The Xbox/Kinect use in poststroke rehabilitation settings: a systematic review
Authors:
- Túlio Brandão Xavier-RochaTXTúlio Brandão Xavier-Rocha
- Lara CarneiroLCLara Carneiro
- Gustavo Celestino MartinsGMGustavo Celestino Martins
- Guanis de Barros Vilela-JúniorGuanis de Barros Vilela-Júnior
- Ricardo Pablo PassosRPRicardo Pablo Passos
- Camila Castelo Branco PupeCPCamila Castelo Branco Pupe
- Osvaldo José Moreira Do NascimentoONOsvaldo José Moreira Do Nascimento
- Desirée Sant’ana HaikalDHDesirée Sant’ana Haikal
- Renato Sobral Monteiro-JuniorRMRenato Sobral Monteiro-Junior
Open Access
- 1 June 2020
- journal article
- review article
- Published by FapUNIFESP (SciELO) in Arquivos de Neuro-Psiquiatria
- Vol. 78 (6) , 361-369
Abstract
Exergames have gained popularity with Nintendo Wii launching in 20067. Interaction between the user and the games takes place through a wireless control and a force platform, which allow converting the movements into game commands, and most of the times the user is represented by an avatar8. Several investigations have been approaching the therapeutic application of exergames, with positive results in several capacities of healthy subjects and in the treatment of patients with physical disabilities, such as stroke, vestibular disorders, other balance alterations, orthopedic problems, among others9.Keywords
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