Play seriously: systematic review of effectiveness of active video games
in physical rehabilitation
Authors
D. Taut
M. Penta
A. Baban
Abstract
Background: “Gamification†in health promotion has obvious potential
for development. The study aim was to assess physical functioning, adherence to treatment and
the use of empirically-based behavioral change strategies in serious gaming for physical
rehabilitation. Method: A literature search was performed on ISI WOS, PubMed, PsychInfo,
Cochrane, and Health Game Research Portal. The criteria for inclusion were: age >18;
physical rehabilitation (following stroke/injury/other impairing incident, targeting limb
and/or muscle training), met at least two games features, measures of adherence were present.
The primary outcome were measures of mobility-related physical functioning. Game contents were
coded following the health behavior change taxonomy. Secondary outcomes included adherence and
satisfaction with treatment. Findings: The results were inconclusive regarding long-term
efficiency (also in terms of adherence) of serious games in physical rehabilitation, due to
variability of quality and otcomes of studies. Most of them are not empirically or
theoretically driven so there is little insight on the change mechanisms incurred by active
gaming. Discussion: Serious games may be promising outlets for interventions if they are based
on solid empirical research and change mechanisms are pinpointed.