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Lookup NU author(s): Christian Garske,
Dr Matthew DysonORCiD,
Dr Sigrid Dupan,
Professor Graham MorganORCiD,
Professor Kianoush Nazarpour
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© Christian Alexander Garske, Matthew Dyson, Sigrid Dupan, Graham Morgan, Kianoush Nazarpour. Originally published in JMIR Serious Games (https://games.jmir.org), 08.11.2021. This is an open-access article distributed under the terms of the Creative Commons Attribution License.Serious games show a lot of potential for use in movement rehabilitation (eg, after a stroke, injury to the spinal cord, or limb loss). However, the nature of this research leads to diversity both in the background of the researchers and in the approaches of their investigation. Our close examination and categorization of virtual training software for upper limb prosthetic rehabilitation found that researchers typically followed one of two broad approaches: (1) focusing on the game design aspects to increase engagement and muscle training and (2) concentrating on an accurate representation of prosthetic training tasks, to induce task-specific skill transfer. Previous studies indicate muscle training alone does not lead to improved prosthetic control without a transfer-enabling task structure. However, the literature shows a recent surge in the number of game-based prosthetic training tools, which focus on engagement without heeding the importance of skill transfer. This influx appears to have been strongly influenced by the availability of both software and hardware, specifically the launch of a commercially available acquisition device and freely available high-profile game development engines. In this Viewpoint, we share our perspective on the current trends and progress of serious games for prosthetic training.
Author(s): Garske CA, Dyson M, Dupan S, Morgan G, Nazarpour K
Publication type: Review
Publication status: Published
Journal: JMIR Serious Games
Online publication date: 08/11/2021
Acceptance date: 25/08/2021
ISSN (electronic): 2291-9279
Publisher: JMIR Publications Inc.