Can serious games be incorporated with conventional treatment of children with cerebral palsy? A review
Abstract
The use of video games in rehabilitation is becoming more popular to clinicians. These games are embedded in off-the-shelf commercial entertainment applications or especially-developed for clinical purposes. Treatment of cerebral palsy (CP) children is a challenging task for clinicians. Lack of motivation and progress monitoring are two important factors clinicians need to deal with. The use of serious games (SG), sometimes referred to as Virtual Rehabilitation (VR), could therefore be an interesting adjuvant to conventional treatment for these patients. This is however a new discipline and many scientific issues remain to be solved. The aim of this paper is to describe available conventional treatment for CP children together with the level of evidence of each approach. A systematic review of the use of SG in rehabilitation is then conducted. 31 papers (7 randomized clinical trials, 16 cohort studies and 8 single-cases studies) were selected and analyzed, and their level of evidence compared to the conventional treatment. These studies reported outcomes for 352 patients. In summary, this review shows that it is difficult to compare those studies despite the large amount of patients. This is due to the lack of standardization in patient rehabilitation strategy and to the use of various clinical scales and scores. This non-standardization in patient follow-up between previously-published works make evidence-based conclusions difficult to obtain in order to support these techniques objectively. The use of SG for rehabilitation purposes currently meets similar issues. This paper proposes standardization strategies in order to improve treatment comparison and SG use in rehabilitation.
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Bonnechère et al. concluded that comparison across studies was difficult because rehabilitation strategies were not standardized and clinical assessment tools differed.
“The authors concluded it was difficult to compare the different studies because of the lack of standardized rehabilitation strategies and different clinical assessment tools.19”
From Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials (2018) · cites this paper as [19]
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“AVG/VR has potential to preserve prior functional improvement and prevent an inevitable decline that will likely occur after a prolonged period in which physical activity is limited (63).”
BackgroundA Narrative Review of Social Media and Game-Based Nutrition Interventions Targeted at Young Adults
Nour, M. M., Yeung, S. H., Partridge, S. R., & Allman-Farinelli, M. A. (2017) · Journal of the Academy of Nutrition and Dietetics · doi:10.1016/j.jand.2016.12.014 · Cited by 57 · see citing works
Virtual reality applied to physiotherapy: a review of current knowledge
Brepohl, P. C. A., & Leite, H. (2022) · Virtual Reality · doi:10.1007/s10055-022-00654-2 · Cited by 56 · see citing works
Gaming Technology for Pediatric Neurorehabilitation: A Systematic Review
Iosa, M., Verrelli, C. M., Gentile, A. E., Ruggieri, M., & Polizzi, A. (2022) · Frontiers in Pediatrics · doi:10.3389/fped.2022.775356 · Cited by 54 · see citing works
“(45) also highlighted the difficulties in comparing the studies because of the lack of standardization in rehabilitation strategies and used outcomes, limiting the possibility to provide solid evidence-based conclusions.”
BackgroundFarr, W. J., Green, D., Bremner, S. A., Male, I., Gage, H., Bailey, S. E. R., Speller, S., Colville, V., Jackson, M., Memon, A., et al. (2019) · Disability and Rehabilitation · doi:10.1080/09638288.2019.1618400 · Cited by 52 · see citing works
“92 One avenue for digitized patient care is in the use of virtual reality therapy 93 (VRT) that uses motion capture digital technology to assist as part of a therapeutic 94 treatment programme [Bonnechere et al 2014, Levac et al 2012].”
MethodNovel Virtual Environment for Alternative Treatment of Children with Cerebral Palsy
Oliveira, J. M., CarneiroG.Fernandes, R., Pinto, C. S., Pinheiro, P. R., Ribeiro, S. T. G., & de Albuquerque, V. H. C. (2016) · Computational Intelligence and Neuroscience · doi:10.1155/2016/8984379 · Cited by 51 · see citing works
Mentiplay, B. F., FitzGerald, T. L., Clark, R. A., Bower, K. J., Denehy, L., & Spittle, A. J. (2019) · BMC Pediatrics · doi:10.1186/s12887-018-1381-7 · Cited by 51 · see citing works
Pin, T. W., & Butler, P. B. (2019) · Clinical Rehabilitation · doi:10.1177/0269215518821714 · Cited by 40 · see citing works
Olivier, B., Verdonck, M., & Caseleijn, D. (2020) · JBI Evidence Synthesis · doi:10.11124/jbisrir-d-19-00210 · Cited by 42 · see citing works
Bonnechère, B., Jansen, B., Haack, I., Omelina, L., Feipel, V., Jan, S. V. S., & Pandolfo, M. (2018) · Journal of NeuroEngineering and Rehabilitation · doi:10.1186/s12984-018-0430-7 · Cited by 30 · see citing works
“Clinicians are now prospecting the new potential use of these games in rehabilitation mainly through testing available commercial games with patients suffering from various neurological pathologies (e.g. Cerebral Palsy [8], stroke [9], Parkinson disease [10]).”
BackgroundInteraction Modalities Used on Serious Games for Upper Limb Rehabilitation: A Systematic Review
Aguilar-Lazcano, C. A., Rechy-Ramirez, E. J., Hu, H., Ríos-Figueroa, H. V., & Marı́n-Hernández, A. (2019) · Games for Health Journal · doi:10.1089/g4h.2018.0129 · Cited by 32 · see citing works
Wearable rehabilitation exoskeletons of the lower limb: analysis of versatility and adaptability
Plaza, A., Hernández, M., Puyuelo, G., Garces, E., & García, E. (2020) · Disability and Rehabilitation Assistive Technology · doi:10.1080/17483107.2020.1858976 · Cited by 31 · see citing works
Levin, I., Lewek, M. D., Feasel, J., & Thorpe, D. E. (2017) · Pediatric Physical Therapy · doi:10.1097/pep.0000000000000362 · Cited by 26 · see citing works
Virtual Reality Technology in Complex Medical Rehabilitation of Patients with Disabilities (Review)
Воловик, М. Г., Владимирович, Б. В., Kuznetsov, A. N., Bazarov, D. I., & Polyakova, A. G. (2018) · Современные технологии в медицине · doi:10.17691/stm2018.10.4.21 · Cited by 22 · see citing works
“Virtual reality in Microsoft Kinect sensor therapy proved to be effective in improving exercise performance and physical activity [5].”
BackgroundPin, T. W. (2019) · Gait & Posture · doi:10.1016/j.gaitpost.2019.07.122 · Cited by 20 · see citing works
Kanitkar, A., Szturm, T. J., Parmar, S. T., Gandhi, D. B. C., Rempel, G. R., Restall, G. J., Sharma, M., Narayan, A., Pandian, J. D., Naik, N., et al. (2017) · JMIR Research Protocols · doi:10.2196/resprot.6846 · Cited by 19 · see citing works
“There are different approaches to therapy for children with CP [10-17].”
Assessing Multiple Sclerosis With Kinect: Designing Computer Vision Systems for Real-World Use
Morrison, C. P., Huckvale, K., Corish, B., Dorn, J. F., Kontschieder, P., O'Hara, K. P., ASSESS MS Team, Criminisi, A., & Sellen, A. J. (2016) · Human-Computer Interaction · doi:10.1080/07370024.2015.1093421 · Cited by 18 · see citing works
“…of a range of innovative healthcare applications, from touchless interaction during surgical image navigation (O’Hara et al., 2014), to movement rehabilitation for children with cerebral palsy (Bonnechère et al., 2014), to improving cognitive performance in elderly people (Kayama et al., 2014).”
BackgroundFu, M. J., Curby, A., Suder, R., Katholi, B. R., & Knutson, J. S. (2020) · IEEE Transactions on Neural Systems and Rehabilitation Engineering · doi:10.1109/tnsre.2020.2992036 · Cited by 17 · see citing works
“The current consensus from reviews [8], [20], [22] and meta analyses [21] is that virtual environments are low risk and have sufficient evidence to be included as an adjunct to conventional therapy for children with cerebral palsy.”
BackgroundGuinet, A.-L., Khouri, N., & Desailly, É. (2021) · American Journal of Physical Medicine & Rehabilitation · doi:10.1097/phm.0000000000001864 · Cited by 17 · see citing works
“” The development of gamification for rehabilitation using VR could be a suitable method, providing the user with goals, challenges, problem solving, and rules, as well as a clear internal value and an interactive experience.(64) From an economic and societal perspective, this long and specific rehabilitation represen…”
MethodSerious Games Based on Kinect and Leap Motion Controller for Upper Limbs Physical Rehabilitation
Postolache, G. B., Cary, F., Lourenço, F., Ferreira, D., Oliveira, R., Girão, P. S., & Postolache, O. A. (2018) · Smart sensors, measurement and instrumentation · doi:10.1007/978-3-319-99540-3_8 · Cited by 16 · see citing works
Han, Y.-G., & Park, S.-W. (2023) · PeerJ · doi:10.7717/peerj.15964 · Cited by 13 · see citing works
“Regarding interventions for children and junior children, it is essential to maintain attention to treatment by arousing interest (Bonnechère et al., 2014; Chen, Fanchiang & Howard, 2018).”
BackgroundAlharbi, M., Du, H., Harris, D., Wood, G., Dodd, H. F., & Buckingham, G. (2024) · Journal of NeuroEngineering and Rehabilitation · doi:10.1186/s12984-024-01393-y · Cited by 13 · see citing works
Crebbin, K., Grisbrook, T. L., Elliott, C. M., & Thornton, A. (2022) · Games for Health Journal · doi:10.1089/g4h.2022.0112 · Cited by 13 · see citing works
“13 However, given that serious gaming interventions are noninvasive, have not been associated with deterioration in most cases, and have the potential to improve compliance, serious gaming may be a useful tool in conjunction with conventional treatment.”
InfluentialEfficacy of videogames and exergames in pediatric neurorehabilitation: a systematic review
Polizzi, A., Rinella, S., Ruggieri, M., Gentile, A. E., Verrelli, C. M., & Iosa, M. (2023) · Minerva Pediatrics · doi:10.23736/s2724-5276.23.07146-x · Cited by 10 · see citing works
Meriggi, P., Mandalà, M., Randazzo, M., Brazzoli, E., Castagna, A., Giusto, V. D., Cavallini, A. R., Marzegan, A., Lencioni, T., & Olivieri, I. (2024) · Journal of Pediatric Rehabilitation Medicine · doi:10.3233/prm-230028 · Cited by 10 · see citing works
Patients’ follow-up using biomechanical analysis of rehabilitation exercises
Bonnechère, B., Jansen, B., Omelina, L., Sholukha, V. A., & Jan, S. V. S. (2017) · International Journal of Serious Games · doi:10.17083/ijsg.v4i1.121 · Cited by 10 · see citing works
“Therefore results of the clinical studies exploring the possibilities of the integration of such kind of exercises in physical rehabilitation did not, currently, present a high level of evidence [1][4].”
BackgroundWhat Children with Neuromotor Disabilities Need to Play with Technological Games
Nossa, R., Porro, M., Picciolini, O., Malosio, M., Pittaccio, S., Valoriani, M., Asperti, V., Clasadonte, F., Oliveto, L., Mondellini, M., et al. (2021) · Applied Sciences · doi:10.3390/app11219886 · Cited by 9 · see citing works
“However, most of the AVGs have been specifically developed for individuals without disabilities to motivate them to increase physical activities by proposing fitness‐like exercises [14].”
BackgroundGame System for Rehabilitation Based on Kinect is Effective for Mental Retardation
Fu, Y., Wu, J., Wu, S., Chai, H., & Xu, Y. (2015) · MATEC Web of Conferences · doi:10.1051/matecconf/20152201036 · Cited by 9 · see citing works
Bonnechère, B., Vooren, M. V., Berlemont, C., Sandra, D. B., Serge, V. S. J., Véronique, F., & Jansen, B. (2017) · International Conference on Virtual Rehabilitation · doi:10.1109/icvr.2017.8007508 · Cited by 9 · see citing works
“There are several other issues related to the use of VG in rehabilitation: the motions that the subjects must do to play and control the game do not correspond to the ones done during rehabilitation exercises [5], the complexity of the games cannot be modified, most of the games are based on speed, the visual backgrou…”
BackgroundDomínguez-Muñoz, A., Carlos‐Vivas, J., My works are correct, B. M. I. A. A. I. S. R. L. M. T. I. D. A.-M., Adsuar, J. C., Martín, J. M., García-Gordillo, M. Á., & Domínguez‐Muñoz, F. J. (2021) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph18168649 · Cited by 9 · see citing works
“One of the methods that has recently been studied is the inclusion of exergaming as a means of physical activity in children [20].”
BackgroundZiab, H. M., Mazbouh, R., Saleh, S., Talebian, S., Sarraj, A. R., & Hadian, M. R. (2022) · Archives of Neuroscience · doi:10.5812/ans-122865 · Cited by 10 · see citing works
“To conclude, three main features should be considered when selecting VRI exercises or games: (1) games should be selected as per the patients’ preferences to increase motivation and induce better clinical improvements (27) and elaborate an adequate applied clinical intervention (40), (2) To avoid any adverse effects (…”
A New Architecture for Customizable Exergames: User Evaluation for Different Neuromuscular Disorders
Eckert, M., Aglio, A., Martín-Ruiz, M.-L., & Osma-Ruiz, V. (2022) · Healthcare · doi:10.3390/healthcare10102115 · Cited by 8 · see citing works
“Furthermore, they motivate, which improves performance, and an individual’s progress can be monitored [3].”
BackgroundDehem, S., Montedoro, V., Brouwers, I., Edwards, M., Detrembleur, C., Stoquart, G. G., Renders, A., Heins, S., Dehez, B., & Lejeune, T. M. (2019) · Neurorehabilitation · doi:10.3233/nre-192745 · Cited by 8 · see citing works
“They help to maintain motivation, and they allow to monitor improvement progress (Bonnechere et al., 2014).”
Estratégias lúdicas na reabilitação motora de crianças com paralisia cerebral: revisão integrativa
Peres, L. W., Leite, A. C. A. B., Alvarenga, W. D. A., Ghazaoui, M. M. A., Rahall, T. M., & Nascimento, L. C. (2018) · Revista Eletrônica de Enfermagem · doi:10.5216/ree.v20.50936 · Cited by 7 · see citing works
Assistive technology to facilitate children’s play: a scoping review
Golchin, M. D., Ripat, J. D., & Verdonck, M. (2024) · Disability and Rehabilitation Assistive Technology · doi:10.1080/17483107.2023.2298825 · Cited by 7 · see citing works
“…has been explored for enhancing play in children with autism [25,26] and Attention Deficit Hyperactivity Disorder (ADHD) [27]. three reviews [28–30] focused on using serious gaming to improve children’s motor skills with cerebral palsy. computer assistive technologies as a method to improve…”
Farr, W. J., Green, D., Male, I., Morris, C., Bailey, S. E. R., Gage, H., Speller, S., Colville, V., Jackson, M., Bremner, S. A., et al. (2017) · British Journal of Occupational Therapy · doi:10.1177/0308022616678635 · Cited by 7 · see citing works
“Methodological issues further hinder understanding of VRT. Lack of standardisation across research, especially with inconsistencies in method, has made adoption problematic (Bonnechere et al., 2014).”
BackgroundMethodInfluentialGuinet, A.-L., Bouyer, G., Otmane, S., & Desailly, É. (2020) · IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) · doi:10.1109/ismar-adjunct51615.2020.00075 · Cited by 6 · see citing works
“It also potentiates therapeutic gains by increasing patient motivation and engagement in therapy and reducing boredom [8,9].”
BackgroundScott, D. L. (2010) · PubMed · Cited by 6 · see citing works
Szczerbik, E., Kalinowska, M., Święcicka, A., Graff, K., & Syczewska, M. (2021) · Journal of Bodywork and Movement Therapies · doi:10.1016/j.jbmt.2021.09.007 · Cited by 6 · see citing works
“The literature reports the various duration of the combined therapies which usually last from at least 3 up to 20 weeks (Bonnechere et al., 2014; Pin, 2019; Page et al., 2017).”
Boulay, C., Graciès, J., Garcia, L. P., Authier, G., Ulian, A., Pradines, M., Vieira, T., Pinto, T. P., Gazzoni, M., Desnous, B., et al. (2024) · Sensors · doi:10.3390/s24051513 · Cited by 5 · see citing works
Neuroplasticity in rehabilitation of children with cerebral palsy
Kachmar, O. O., Kozyavkina, N., Kushnir, A. D., & Kozyavkina, O. V. (2025) · INTERNATIONAL NEUROLOGICAL JOURNAL · doi:10.22141/2224-0713.21.1.2025.1150 · Cited by 5 · see citing works
A Scoping Review of the Serious Game-Based Rehabilitation of People with Cerebral Palsy
Ahn, S.-N. (2023) · International Journal of Environmental Research and Public Health · doi:10.3390/ijerph20217006 · Cited by 6 · see citing works
“While the findings of the previous studies show the potential of serious games-based rehabilitation in children with CP [20], there is a lack of clinical evidence.”
BackgroundKidsETransplant : unserious gamepour les enfants malades ou greffés du foie
Calinescu, A. M., McLin, V. A., Spahni, S., Boggini, T., Randriambelonoro, M., Jaquier-Grant, R., Steiner, M., Geissbühler, A., & Wildhaber, B. E. (2016) · médecine/sciences · doi:10.1051/medsci/20163212016 · Cited by 5 · see citing works
Gaming Technologies for Children and Youth with Cerebral Palsy
Gilbertson, T., Hsu, L., McCoy, S. W., & O’Neil, M. E. (2020) · Springer eBooks · doi:10.1007/978-3-319-74558-9_179 · Cited by 6 · see citing works
Impact of Mobile Games-Aided Neurorehabilitation: A Systematic Literature Review
Sagary, R., Malim, N. H. A. H., Abdullah, N. L., Mohamad, W. N. A. W., & Ahmad, A. L. (2023) · Malaysian Journal of Medical Sciences · doi:10.21315/mjms2023.30.6.4 · Cited by 5 · see citing works
“Self-training using video games can enhance upper extremity function in patients with chronic and subacute conditions (43, 44).”
BackgroundAlbiol-Pérez, S., Cano, S. P., Goncalves, M., Gutierrez, E. G., Collazos, C. A., Lombano, J. L., Estellés, E., & Ruiz, M. A. (2018) · Advances in intelligent systems and computing · doi:10.1007/978-3-319-77712-2_119 · Cited by 4 · see citing works
Bajpai, S., Firouzeh, P., & Pritchard, L. (2025) · Games for Health Journal · doi:10.1089/g4h.2024.0137 · Cited by 3 · see citing works
“Active video games may be particularly useful as an aug-mentative intervention to traditional rehabilitation interventions 10 since they are motivating for children 10,11 and promote engagement in nonsedentary activities on a regular basis.”
Asano, D., Sakai, H., Monden, H., Shimazaki, Y., Nakamura, K., & Ohmatsu, S. (2026) · Physical & Occupational Therapy In Pediatrics · doi:10.1080/01942638.2026.2618035 · Cited by 2 · see citing works
“Given that children with CP have been shown to struggle with enjoying regular physical activities (Asano et al., 2025), active games may serve as a valuable tool to make physical activity more enjoyable and engaging for them (Bonnech � ere et al., 2014).”
Assessing Motivation in Cerebral Palsy During Rehabilitation: A Systematic Review
Bartolo, D. D., Iosa, M., Simigliani, S., Iulio, F. D., Ciancarelli, I., & Morone, G. (2026) · Brain Sciences · doi:10.3390/brainsci16030291 · Cited by 2 · see citing works
“Similar gaps have been reported in rehabilitation research involving adults with central neurological conditions [5], as well as in broader pediatric rehabilitation populations [39], suggesting that this issue is not specific to CP but reflects a more general limitation in rehabilitation research.”
Bautista, J., Perales, F. J., Ramis, S., Montoya, P., & Riquelme, I. (2023) · Games for Health Journal · doi:10.1089/g4h.2023.0082 · Cited by 2 · see citing works
A Pediatric Motor Training Environment Based on Human-Swarm Interactions
Kouvoutsakis, G., Baxevani, K., Orozco, J. A., Tanner, H. G., Artemiadis, P., Galloway, J. C., Huang, G. P., & Kokkoni, E. (2024) · IEEE International Conference on Development and Learning (ICDL) · doi:10.1109/icdl61372.2024.10644630 · Cited by 2 · see citing works
“Chasing games, for example, are instances of serious games employed to captivate the interest and enhance engagement in therapy sessions, especially for children who are prone to distractions or face mobility challenges [22], [23].”
BackgroundKara, N. (2021) · Journal of Computer and Education Research · doi:10.18009/jcer.858500 · Cited by 2 · see citing works
“Bonnechere et al. (2014) conducted a systematic review of the use of serious games in rehabilitation with conventional treatment of children with cerebral palsy.”
BackgroundBiomechanical Analysis of Rehabilitation Exercises Performed During Serious Games Exercises
Bonnechère, B., Jansen, B., Omelina, L., Sholukha, V. A., & Jan, S. V. S. (2016) · Lecture notes in computer science · doi:10.1007/978-3-319-40216-1_32 · Cited by 2 · see citing works
El uso de videojuegos seriosen ciencias para la salud
Ladino-Cañas, P. K., & Caicedo-Eraso, J. C. (2022) · Salud Uninorte · doi:10.14482/sun.37.3.615.851 · Cited by 2 · see citing works
Hobbs, D., Wilkinson, B., Hughes, M. B., Walker, A. W., Russo, R. N., Hillier, S., & Reynolds, K. J. (2023) · Virtual reality technologies for health and clinical applications · doi:10.1007/978-1-0716-3371-7_8 · Cited by 2 · see citing works
Automation of motor dexterity assessment
Heyer, P., Castrejón, L. R., Orihuela‐Espina, F., & Sucar, L. E. (2017) · International Conference on Rehabilitation Robotics · doi:10.1109/icorr.2017.8009301 · Cited by 1 · see citing works
“motor control and recovery of activities- therapies aiming at increasing the patient participation and daily activities by improving function and minimize development of secondary problems [18].”
BackgroundThe Need of Clinical Validation
Bonnechère, B. (2017) · Springer eBooks · doi:10.1007/978-3-319-66122-3_6 · Cited by 1 · see citing works
Comparison of Assessment Methods Using Virtual Games for Balance Rehabilitation
Cavalcanti, F. R. S. D. M., Boschi, S. R. M. D. S., Muffo, C. P., da Silva, A. P., Scardovelli, T. A., & Martini, S. C. (2019) · World Congress on Medical Physics and Biomedical Engineering, September 7 - 12, 2009, Munich, Germany · doi:10.1007/978-3-030-30648-9_150 · Cited by 1 · see citing works
Hellwig, A., Buschmann, K., & Burmann, A. (2020) · SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health/IEEE International Conference on Serious Games and Applications for Health · doi:10.1109/segah49190.2020.9201773 · Cited by 1 · see citing works
“Bonnechère and colleagues [7] found in their review that motivation and progress in CP therapy can be positively affected by serious games.”
BackgroundVirtual Reality Exergames in Rehabilitation Program for Cerebral Palsy Children
Rauf, F., Hassan, A. R. A., & Adnan, Z. (2021) · International Journal of Computer Applications · doi:10.5120/ijca2021921545 · Cited by 1 · see citing works
dos Santos, P. D., Weber, F. M., da Silva, G. B., dos Reis, M. K. C., da Silva, F. C., & da Silva, R. (2022) · Saúde e Desenvolvimento Humano · doi:10.18316/sdh.v10i1.8204 · Cited by 1 · see citing works
Speciální pedagogika osob s omezením pohyblivosti a koncept praxe založené na důkazech
Kameník, J. (2023) · doi:10.5507/pdf.23.24462745 · Cited by 1 · see citing works
Fraudet, B., Leblong, É., Gallien, P., Nicolas, B., Colin, A., Victor, E. D. S., Fleche, R., & Brault, S. (2017) · Kinésithérapie la Revue · doi:10.1016/j.kine.2017.02.097
Acceptance of a Neuropaediatric Exergame Rehabilitation System with Severe Cerebral Palsy
Farr, W. J., Poole, M., Thursfield, C., & Male, I. (2017) · Annual Symposium on Computer-Human Interaction in Play · doi:10.1145/3130859.3131317
“Utilizing children’s bodily interaction with virtual objects for neuromotor disorders is becoming more prevalent for therapeutic benefit [7].”
BackgroundRahmani, M., Herrera, B., Kachmar, O. O., Cristiano, J., & Puig, D. (2018) · Lecture notes in computer science · doi:10.1007/978-3-030-02762-9_29
Gaming Technologies for Children and Youth with Cerebral Palsy
Gilbertson, T., Hsu, L., McCoy, S. W., & O’Neil, M. E. (2019) · Springer eBooks · doi:10.1007/978-3-319-50592-3_179-1
Video games as a rehabilitation strategy for children with cerebral palsy
Bajpai, S. (2020) · ERA: Education and Research Archive (University of Alberta) · doi:10.7939/r3-20j3-g127
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Alharbi, M., Du, H., Harris, D., Wood, G., Dodd, H., & Buckingham, G. (2024) · Figshare · doi:10.6084/m9.figshare.26729950
Alharbi, M., Du, H., Harris, D., Wood, G., Dodd, H., & Buckingham, G. (2024) · Figshare · doi:10.6084/m9.figshare.26729944
Alharbi, M., Du, H., Harris, D., Wood, G., Dodd, H., & Buckingham, G. (2024) · Figshare · doi:10.6084/m9.figshare.26729941
Alharbi, M., Du, H., Harris, D., Wood, G., Dodd, H., & Buckingham, G. (2024) · Figshare · doi:10.6084/m9.figshare.26729947
Yavaş, S., & Tezcan, S. (2026) · Research in Developmental Disabilities · doi:10.1016/j.ridd.2026.105292
Rapson, R., Carter, B., Hughes, H., Latour, J. M., Ingram, W. M., & Marsden, J. F. (2026) · Digital Health · doi:10.1177/20552076261440965
“28 Nearly all parents were willing to accommodate the device for a 10-week period, except when it was in direct competition with the family’s needs for space, such as at Christmas.”
Exploring Leisure Gaming as a Meaningful Occupation in Pediatric Inpatient Rehabilitation
Gefen, N. (2026) · Physical & Occupational Therapy In Pediatrics · doi:10.1080/01942638.2026.2733289
- Authors
- Bonnechère, B., Jansen, B., Omelina, L., Degelaen, M., Wermenbol, V., Rooze, M., & Van Sint Jan, S.
- Affiliations
- Université Libre de Bruxelles (BE)
- Vrije Universiteit Brussel (BE)
- Erasmus Hospital (BE)
- Corresponding author
- Bonnechère, B.
- Venue
- Research in Developmental Disabilities
- Publisher
- Elsevier BV
- Published
- 2014-08
- Volume
- 35
- Issue
- 8
- Pages
- 1899-1913
- ISSN
- 0891-4222 (ISSN-L)
- OpenAlex
- W1998879402
- Cited by
- 89
- References
- 89
- Citations by year
- 2026: 5 · 2025: 2 · 2024: 9 · 2023: 7 · 2022: 8 · 2021: 6 · 2020: 11 · 2019: 11 · 2018: 7 · 2017: 15 · 2016: 4 · 2015: 3
- FWCI
- 1.01
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Research in Developmental Disabilities (publishedVersion)
- PubMed (publishedVersion)
- Dépôt institutionnel de l'Université libre de Bruxelles (Université Libre de Bruxelles) (submittedVersion)
- Funders
- Innoviris
- Topics
- Health Sciences › Medicine › Psychiatry and Mental health › Cerebral Palsy and Movement Disorders
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Health Sciences › Medicine › Rehabilitation › Stroke Rehabilitation and Recovery
- Keywords
- serious games, virtual rehabilitation, cerebral palsy, children, treatment standardization, level of evidence, patient motivation, progress monitoring
- MeSH terms
- Cerebral Palsy, Child, Games, Experimental, Humans, Motor Activity, Movement Disorders, Randomized Controlled Trials as Topic, Video Games
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