Cited by 208Stroke Rehabilitation and RecoveryVirtual Reality Applications and ImpactsCognitive Functions and Memory

The potential of virtual reality and gaming to assist successful aging with disability

Lange, B.S., Requejo, P., Flynn, S.M., Rizzo, A.A., Valero-Cuevas, F.J., Baker, L., Winstein, C.·2010·Physical Medicine and Rehabilitation Clinics of North America

Abstract

Using the advances in computing power, software and hardware technologies, virtual reality (VR), and gaming applications have the potential to address clinical challenges for a range of disabilities. VR-based games can potentially provide the ability to assess and augment cognitive and motor rehabilitation under a range of stimulus conditions that are not easily controllable and quantifiable in the real world. This article discusses an approach for maximizing function and participation for those aging with and into a disability by combining task-specific training with advances in VR and gaming technologies to enable positive behavioral modifications for independence in the home and community. There is potential for the use of VR and game applications for rehabilitating, maintaining, and enhancing those processes that are affected by aging with and into disability, particularly the need to attain a balance in the interplay between sensorimotor function and cognitive demands and to reap the benefits of task-specific training and regular physical activity and exercise.

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Crossref · 10.1016/j.pmr.2009.12.007

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  • Cognitively impaired patients can be exposed to computer-generated virtual environments, where they can safely perform quasi-naturalistic real-life activities and tasks to assess and/or treat cognitive and motor deficits under a range of conditions that are not easily controllable and quantifiable in the real world.

    “Cognitively impaired patients can be exposed to computer-generated virtual environments, where they can safely perform quasi-naturalistic real-life activities and tasks to assess and/or treat cognitive and motor deficits under a range of conditions that are not easily controllable and quantifiable in the real world (321).”

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Authors
Lange, B. S., Requejo, P., Flynn, S. M., Rizzo, A. A., Valero-Cuevas, F. J., Baker, L., & Winstein, C.
Affiliations
  • University of Southern California (US)
  • Rancho Los Amigos National Rehabilitation Center (US)
Corresponding author
Requejo, P.
Venue
Physical Medicine and Rehabilitation Clinics of North America
Publisher
Elsevier BV
Published
2010-05
Volume
21
Issue
2
Pages
339-356
ISSN
1047-9651 (ISSN-L)
OpenAlex
W2114827212
Cited by
208
References
112
Citations by year
2026: 5 · 2025: 10 · 2024: 16 · 2023: 5 · 2022: 19 · 2021: 14 · 2020: 19 · 2019: 13 · 2018: 17 · 2017: 16 · 2016: 7 · 2015: 9 · 2014: 20 · 2013: 16 · 2012: 13
FWCI
2.01
Type
journal article
Language
en
Open access
closed
Locations
  • Physical Medicine and Rehabilitation Clinics of North America (publishedVersion)
  • PubMed (publishedVersion)
Funders
Eunice Kennedy Shriver National Institute of Child Health and Human Development (R21HD048566)
Topics
  • Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Social Sciences › Psychology › Experimental and Cognitive Psychology › Cognitive Functions and Memory
Keywords
virtual reality, video games, successful aging, disability, cognitive rehabilitation, motor rehabilitation, task-oriented training, sensorimotor function, cognitive demand, physical activity, behavior change
MeSH terms
Activities of Daily Living, Aged, Aged, 80 and over, Aging, Cognition Disorders, Disability Evaluation, Female, Persons with Disabilities, Humans, Male, Quality of Life, Sensation Disorders, Task Performance and Analysis, User-Computer Interface, Geriatric Assessment, Treatment Outcome, Video Games, Recovery of Function, Physical Therapy Modalities

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