title: Virtual reality gaming in the rehabilitation of the upper extremities post-stroke.
abstract: BACKGROUND
  Occurrences of strokes often result in unilateral upper limb dysfunction. Dysfunctions of this nature frequently persist and can present chronic limitations to activities of daily living.
  
  
  METHODS
  Research into applying virtual reality gaming systems to provide rehabilitation therapy have seen resurgence. Themes explored in stroke rehab for paretic limbs are action observation and imitation, versatility, intensity and repetition and preservation of gains. Fifteen articles were ultimately selected for review. The purpose of this literature review is to compare the various virtual reality gaming modalities in the current literature and ascertain their efficacy.
  
  
  RESULTS
  The literature supports the use of virtual reality gaming rehab therapy as equivalent to traditional therapies or as successful augmentation to those therapies. While some degree of rigor was displayed in the literature, small sample sizes, variation in study lengths and therapy durations and unequal controls reduce generalizability and comparability.
  
  
  CONCLUSIONS
  Future studies should incorporate larger sample sizes and post-intervention follow-up measures.
authors.affiliation: a School of Nursing , University of Maryland , Baltimore , MD , USA.
authors.forename: Michael
authors.initials: M
authors.lastname: Yates
authors.affiliation: a School of Nursing , University of Maryland , Baltimore , MD , USA.
authors.forename: Arpad
authors.initials: A
authors.lastname: Kelemen
authors.affiliation: b Department of Electrical Engineering and Information Systems , University of Pannonia , Veszprem , Hungary.
authors.forename: Cecilia
authors.initials: C
authors.lastname: Sik Lanyi
mesh_terms: D000203:Activities of Daily Living; D006801:Humans; D020521:Stroke / Q000503:physiopathology; D000071939:Stroke Rehabilitation / Q000379:methods*; D034941:Upper Extremity / Q000503:physiopathology*; D018910:Video Games; D063367:Virtual Reality Exposure Therapy / Q000379:methods*
keywords: Gamification; Microsoft Xbox Kinect; Nintendo Wii; Sony PlayStation EyeToy; commercial game system; head-mounted display; interactive rehabilitation