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dc.contributor.authorLacorte, Eleonora
dc.contributor.authorBellomo, Guido
dc.contributor.authorNuovo, Sara
dc.contributor.authorCorbo, Massimo
dc.contributor.authorVanacore, Nicola
dc.contributor.authorPiscopo, Paola
dc.date.accessioned2021-02-03T14:13:57Z
dc.date.available2021-02-03T14:13:57Z
dc.date.issued2020
dc.identifier.citationLacorte, E., Bellomo, G., Nuovo, S. et al. The Use of New Mobile and Gaming Technologies for the Assessment and Rehabilitation of People with Ataxia: a Systematic Review and Meta-analysis. Cerebellum (2020).en_US
dc.identifier.urihttps://hdl.handle.net/11250/2726028
dc.description.abstractThere are no currently available disease-modifying pharmacological treatments for most of the chronic hereditary ataxias; thus, effective rehabilitative strategies are crucial to help improve symptoms and therefore the quality of life. We propose to gather all available evidence on the use of video games, exergames, and apps for tablet and smartphone for the rehabilitation, diagnosis, and assessment of people with ataxias. Relevant literature published up to June 8, 2020, was retrieved searching the databases PubMed, ISI Web of Science, and the Cochrane Database. Data were extracted using a standardized form, and their methodological quality was assessed using RoB and QUADAS-2. Six studies of 434 retrieved articles met the predefined inclusion/exclusion criteria. Two of them were diagnostic, while 4 were experimental studies. Studies included participants ranging from 9 to 28 in trials and 70 to 248 in diagnostic studies. Although we found a small number of trials and of low methodological quality, all of them reported an improvement of motor outcomes and quality of life as measured by specific scales, including the SARA, BBS, DHI, and SF-36 scores. The main reason for such low quality in trials was that most of them were small and uncontrolled, thus non-randomized and unblinded. As video games, exergames, serious games, and apps were proven to be safe, feasible, and at least as effective as traditional rehabilitation, further and more high-quality studies should be carried out on the use of these promising technologies in people with different types of ataxia.en_US
dc.publisherCerebellumen_US
dc.rightsNavngivelse 4.0 Internasjonal*
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/deed.no*
dc.subjectvideo gamesen_US
dc.subjectmobile applicationsen_US
dc.subjecttechnologyen_US
dc.subjectrehabilitationen_US
dc.subjectataxiaen_US
dc.subjectsystematic reviewen_US
dc.titleThe Use of New Mobile and Gaming Technologies for the Assessment and Rehabilitation of People with Ataxia: a Systematic Review and Meta-analysisen_US
dc.typeJournal articleen_US
dc.source.journalCerebellumen_US
dc.identifier.doihttps://doi.org/10.1007/s12311-020-01210-x


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