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Cited by 335

The DOI matches its Crossref record; 68 of the 68 references it cites were found in a registry or an index.

Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report

Flynn, Sheryl, Palma, Phyllis, Bender, Anneke·2007·Journal of Neurologic Physical Therapy

Abstract

RATIONALE: Many Americans live with physical functional limitations stemming from stroke. These functional limitations can be reduced by task-specific training that is repetitive, motivating, and augmented with feedback. Virtual reality (VR) is reported to offer an engaging environment that is repetitive, safe, motivating, and gives task-specific feedback. The purpose of this case report was to explore the use of a low-cost VR device [Sony PlayStation 2 (PS2) EyeToy] for an individual in the chronic phase of stroke recovery. CASE: An individual two years poststroke with residual sensorimotor deficits completed 20 one-hour sessions using the PS2 EyeToy. The game's task requirements included target-based motion, dynamic balance, and motor planning. The feasibility of using the gaming platform was explored and a broad selection of outcomes was used to assess change in performance. OUTCOMES: Device use was feasible. Clinically relevant improvements were found on the Dynamic Gait Index and trends toward improvement on the Fugl-Meyer Assessment, Berg Balance Scale, UE Functional Index, Motor Activity Log, and Beck Depression Inventory. CONCLUSION: A low-cost VR system was easily used in the home. In the future it may be used to improve sensory/motor recovery following stroke as an adjunct to standard care physical therapy.

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Metadata

Authors
Flynn, S., Palma, P., & Bender, A.
Venue
Journal of Neurologic Physical Therapy
Published
2007-12
Volume
31
Issue
4
Pages
180-189
ISSN
  • 1085-049X (ISSN-L)
  • 1557-0576
OpenAlex
W1966106291
Cited by
335
References
68
FWCI
9.27
Type
journal article
Language
en
Open access
closed

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CoChat. (2026). Citation check: Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report. https://app.cochat.ai/papers/10.1097/npt.0b013e31815d00d5
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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. https://doi.org/10.1097/npt.0b013e31815d00d5

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Bibliographic data: Semantic Scholar, OpenAlex, Crossref.

Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).

Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.