Improving Healthcare Outcomes, One Player at a Time

Research

Research for 2013

Blue Marble’s research team is busy in 2013. We are currently gearing up for a clinical study of Treasure of Bell Island Q3 2013. Concurrently, we are informing game design for a “AAA” game development company in the United Kingdom. The application is designed to provide a physical rehabilitative tool for US service members and their clinicians. We will also be responsible for their clinical study beginning Q2 2013.

Evidence Based Design

References for Evidence Based Design

Andrysek, J., et al. Preliminary evaluation of a commercially available videogame system as an adjunct therapeutic intervention for improving balance among children and adolescents with lower limb amputations. Arch Phys Med Rehabil 93, 358-366 (2012).

Caglio, M., et al. Virtual navigation for memory rehabilitation in a traumatic brain injured patient. Neurocase 18, 123-131 (2012).

Green, C.S. & Bavelier, D. Learning, attentional control, and action video games. Current biology : CB 22, R197-206 (2012).

Hayden, E.C. Treating schizophrenia: Game on. Nature 483, 24-26 (2012).

Levac, D., Miller, P. & Missiuna, C. Usual and Virtual Reality Video Game-based Physiotherapy for Children and Youth with Acquired Brain Injuries. Physical & occupational therapy in pediatrics 32, 180-195 (2012).

McGough, R., Paterson, K., Bradshaw, E.J., Bryant, A.L. & Clark, R.A. Improving lower limb weight distribution asymmetry during the squat using Nintendo Wii Balance Boards and real-time feedback. Journal of strength and conditioning research / National Strength & Conditioning Association 26, 47-52 (2012).

Parry, I.S., et al. Commercially available interactive video games in burn rehabilitation: therapeutic potential. Burns : journal of the International Society for Burn Injuries 38, 493-500 (2012).

Taylor, L.M., et al. Activity and energy expenditure in older people playing active video games. Arch Phys Med Rehabil (2012).

Yohannan, S.K., et al. The utilization of Nintendo(R) Wii during burn rehabilitation: a pilot study. J Burn Care Res 33, 36-45 (2012).

Acosta, A.M., Dewald, H.A. & Dewald, J.P. Pilot study to test effectiveness of video game on reaching performance in stroke. J Rehabil Res Dev 48, 431-444 (2011).

Basak, C., Voss, M.W., Erickson, K.I., Boot, W.R. & Kramer, A.F. Regional differences in brain volume predict the acquisition of skill in a complex real-time strategy videogame. Brain Cogn 76, 407-414 (2011).

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Brandt, K. & Paniagua, M.A. The use of Nintendo Wii with long-term care residents. J Am Geriatr Soc 59, 2393-2395 (2011).

Deutsch, J.E., et al. Nintendo wii sports and wii fit game analysis, validation, and application to stroke rehabilitation. Top Stroke Rehabil 18, 701-719 (2011).

Gil-Gomez, J.A., Llorens, R., Alcaniz, M. & Colomer, C. Effectiveness of a Wii balance board-based system (eBaViR) for balance rehabilitation: a pilot randomized clinical trial in patients with acquired brain injury. J Neuroeng Rehabil 8, 30 (2011).ADHD

Hijmans, J.M., Hale, L.A., Satherley, J.A., McMillan, N.J. & King, M.J. Bilateral upper-limb rehabilitation after stroke using a movement-based game controller. J Rehabil Res Dev 48, 1005-1013 (2011).

Hsu, J.K., et al. A “Wii” bit of fun: the effects of adding Nintendo Wii((R)) Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfunction. Physiother Theory Pract 27, 185-193 (2011).

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Kahol, K. Integrative gaming: a framework for sustainable game-based diabetes management. Journal of diabetes science and technology 5, 293-300 (2011).

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Laver, K.E., George, S., Thomas, S., Deutsch, J.E. & Crotty, M. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev, CD008349 (2011).

Mouawad, M.R., Doust, C.G., Max, M.D. & McNulty, P.A. Wii-based movement therapy to promote improved upper extremity function post-stroke: a pilot study. J Rehabil Med 43, 527-533 (2011).

Padala, K.P., Padala, P.R. & Burke, W.J. Wii-Fit as an adjunct for mild cognitive impairment: clinical perspectives. J Am Geriatr Soc 59, 932-933 (2011).

Proffitt, R.M., Alankus, G., Kelleher, C.L. & Engsberg, J.R. Use of computer games as an intervention for stroke. Top Stroke Rehabil 18, 417-427 (2011).

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Schuck, S.O., Whetstone, A., Hill, V., Levine, P. & Page, S.J. Game-based, portable, upper extremity rehabilitation in chronic stroke. Top Stroke Rehabil 18, 720-727 (2011).

Smith, S.T., Sherrington, C., Studenski, S., Schoene, D. & Lord, S.R. A novel Dance Dance Revolution (DDR) system for in-home training of stepping ability: basic parameters of system use by older adults. Br J Sports Med 45, 441-445 (2011).

Stern, Y., et al. Space Fortress game training and executive control in older adults: a pilot intervention. Neuropsychol Dev Cogn B Aging Neuropsychol Cogn 18, 653-677 (2011).

Szturm, T., Betker, A.L., Moussavi, Z., Desai, A. & Goodman, V. Effects of an interactive computer game exercise regimen on balance impairment in frail community-dwelling older adults: a randomized controlled trial. Phys Ther 91, 1449-1462 (2011).

Yamaguchi, H., Maki, Y. & Takahashi, K. Rehabilitation for dementia using enjoyable video-sports games. International psychogeriatrics / IPA 23, 674-676 (2011).

Yuen, H.K., Holthaus, K., Kamen, D.L., Sword, D.O. & Breland, H.L. Using Wii Fit to reduce fatigue among African American women with systemic lupus erythematosus: a pilot study. Lupus 20, 1293-1299 (2011).

Young, W., Ferguson, S., Brault, S. & Craig, C. Assessing and training standing balance in older adults: a novel approach using the ‘Nintendo Wii’ Balance Board. Gait Posture 33, 303-305 (2011).

Adamo, K.B., Rutherford, J.A. & Goldfield, G.S. Effects of interactive video game cycling on overweight and obese adolescent health. Appl Physiol Nutr Metab 35, 805-815 (2010).

Badurdeen, S., et al. Nintendo Wii video-gaming ability predicts laparoscopic skill. Surg Endosc 24, 1824-1828 (2010).

Bonetti, A.J., Drury, D.G., Danoff, J.V. & Miller, T.A. Comparison of acute exercise responses between conventional video gaming and isometric resistance exergaming. Journal of strength and conditioning research / National Strength & Conditioning Association 24, 1799-1803 (2010).

Brem, M.H., et al. Stop of loss of cognitive performance during rehabilitation after total hip arthroplasty-prospective controlled study. J Rehabil Res Dev 47, 891-898 (2010).Older Adults- Long Term Care

Clark, R.A., et al. Validity and reliability of the Nintendo Wii Balance Board for assessment of standing balance. Gait Posture 31, 307-310 (2010).

DeShazo, J., Harris, L. & Pratt, W. Effective intervention or child’s play? A review of video games for diabetes education. Diabetes Technol Ther 12, 815-822 (2010).

Fung, V., et al. The utility of a video game system in rehabilitation of burn and nonburn patients: a survey among occupational therapy and physiotherapy practitioners. J Burn Care Res 31, 768-775 (2010).

Gamberini, L., Cardullo, S., Seraglia, B. & Bordin, A. Neuropsychological testing through a Nintendo Wii console. Stud Health Technol Inform 154, 29-33 (2010).

King, M., et al. An affordable, computerised, table-based exercise system for stroke survivors. Disabil Rehabil Assist Technol 5, 288-293 (2010).

Lange, B., Flynn, S., Proffitt, R., Chang, C.Y. & Rizzo, A.S. Development of an interactive game-based rehabilitation tool for dynamic balance training. Top Stroke Rehabil 17, 345-352 (2010).

Lange, B.S., et al. The potential of virtual reality and gaming to assist successful aging with disability. Physical medicine and rehabilitation clinics of North America 21, 339-356 (2010).

Nitz, J.C., Kuys, S., Isles, R. & Fu, S. Is the Wii Fit a new-generation tool for improving balance, health and well-being? A pilot study. Climacteric 13, 487-491 (2010).

Rosenberg, D., et al. Exergames for subsyndromal depression in older adults: a pilot study of a novel intervention. The American journal of geriatric psychiatry : official journal of the American Association for Geriatric Psychiatry 18, 221-226 (2010).

Saposnik, G., et al. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke 41, 1477-1484 (2010).

Saposnik, G., et al. Effectiveness of Virtual Reality Exercises in Stroke Rehabilitation (EVREST): rationale, design, and protocol of a pilot randomized clinical trial assessing the Wii gaming system. Int J Stroke 5, 47-51 (2010).

Shubert, T. The Use of Commercial Video Games to Promote Physical Activity in Older Adults. Annals of Long-Term Care: Clinical Care and Aging 18, 27-32 (2010).

Yong Joo, L., et al. A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke. J Rehabil Med 42, 437-441 (2010).

Caglio, M., et al. Video game play changes spatial and verbal memory: rehabilitation of a single case with traumatic brain injury. Cogn Process 10 Suppl 2, S195-197 (2009).

Clark, R. & Kraemer, T. Clinical use of Nintendo Wii bowling simulation to decrease fall risk in an elderly resident of a nursing home: a case report. J Geriatr Phys Ther 32, 174-180 (2009).

Deutsch, J.E. Virtual reality and gaming systems to improve walking and mobility for people with musculoskeletal and neuromuscular conditions. Stud Health Technol Inform 145, 84-93 (2009).

Murphy, E.C., et al. Effects of an exercise intervention using Dance Dance Revolution on endothelial function and other risk factors in overweight children. International journal of pediatric obesity : IJPO : an official journal of the International Association for the Study of Obesity 4, 205-214 (2009).

Nacke, L.E., Nacke, A. & Lindley, C.A. Brain training for silver gamers: effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience. Cyberpsychol Behav 12, 493-499 (2009).

Achtman, R.L., Green, C.S. & Bavelier, D. Video games as a tool to train visual skills. Restor Neurol Neurosci 26, 435-446 (2008).

Basak, C., Boot, W.R., Voss, M.W. & Kramer, A.F. Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychol Aging 23, 765-777 (2008).

Broeren, J., et al. Virtual rehabilitation after stroke. Stud Health Technol Inform 136, 77-82 (2008).

Broeren, J., Claesson, L., Goude, D., Rydmark, M. & Sunnerhagen, K.S. Virtual rehabilitation in an activity centre for community-dwelling persons with stroke. The possibilities of 3-dimensional computer games. Cerebrovasc Dis 26, 289-296 (2008).

Deutsch, J.E., Borbely, M., Filler, J., Huhn, K. & Guarrera-Bowlby, P. Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Phys Ther 88, 1196-1207 (2008).

Rand, D., Kizony, R. & Weiss, P.T. The Sony PlayStation II EyeToy: low-cost virtual reality for use in rehabilitation. J Neurol Phys Ther 32, 155-163 (2008).

Szturm, T., Peters, J.F., Otto, C., Kapadia, N. & Desai, A. Task-specific rehabilitation of finger-hand function using interactive computer gaming. Arch Phys Med Rehabil 89, 2213-2217 (2008).

Yavuzer, G., Senel, A., Atay, M.B. & Stam, H.J. ”Playstation eyetoy games” improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial. Eur J Phys Rehabil Med 44, 237-244 (2008).

Betker, A.L., Desai, A., Nett, C., Kapadia, N. & Szturm, T. Game-based exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries. Phys Ther 87, 1389-1398 (2007).

Broeren, J., Rydmark, M., Bjorkdahl, A. & Sunnerhagen, K.S. Assessment and training in a 3-dimensional virtual environment with haptics: a report on 5 cases of motor rehabilitation in the chronic stage after stroke. Neurorehabil Neural Repair 21, 180-189 (2007).

Eng, K., et al. Interactive visuo-motor therapy system for stroke rehabilitation. Medical & biological engineering & computing 45, 901-907 (2007).

Flynn, S., Palma, P. & Bender, A. Feasibility of using the Sony PlayStation 2 gaming platform for an individual poststroke: a case report. J Neurol Phys Ther 31, 180-189 (2007).

Warburton, D.E., et al. The health benefits of interactive video game exercise. Appl Physiol Nutr Metab 32, 655-663 (2007).

Betker, A.L., Szturm, T., Moussavi, Z.K. & Nett, C. Video game-based exercises for balance rehabilitation: a single-subject design. Arch Phys Med Rehabil 87, 1141-1149 (2006).

Chan, P.A. & Rabinowitz, T. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Ann Gen Psychiatry 5, 16 (2006).

Haik, J., et al. The use of video capture virtual reality in burn rehabilitation: the possibilities. J Burn Care Res 27, 195-197 (2006).

Widman, L.M., McDonald, C.M. & Abresch, R.T. Effectiveness of an upper extremity exercise device integrated with computer gaming for aerobic training in adolescents with spinal cord dysfunction. The journal of spinal cord medicine 29, 363-370 (2006).

Das, D.A., Grimmer, K.A., Sparnon, A.L., McRae, S.E. & Thomas, B.H. The efficacy of playing a virtual reality game in modulating pain for children with acute burn injuries: a randomized controlled trial [ISRCTN87413556]. BMC pediatrics 5, 1 (2005).

Miller, G. Society for Neuroscience meeting. Computer game sharpens aging minds. Science 310, 1261 (2005).

Broeren, J., Rydmark, M. & Sunnerhagen, K.S. Virtual reality and haptics as a training device for movement rehabilitation after stroke: a single-case study. Arch Phys Med Rehabil 85, 1247-1250 (2004).

Huss, K., et al. Computer game for inner-city children does not improve asthma outcomes. Journal of pediatric health care : official publication of National Association of Pediatric Nurse Associates & Practitioners 17, 72-78 (2003).

Wood, S.R., et al. Motivating, game-based stroke rehabilitation: a brief report. Top Stroke Rehabil 10, 134-140 (2003).

Lynch, B. Historical review of computer-assisted cognitive retraining. J Head Trauma Rehabil 17, 446-457 (2002).

Interactive games boost outcomes in chronically ill children. Disease management advisor 7, 187-190, 177 (2001).

Hoffman, H.G., Doctor, J.N., Patterson, D.R., Carrougher, G.J. & Furness, T.A., 3rd. Virtual reality as an adjunctive pain control during burn wound care in adolescent patients. Pain 85, 305-309 (2000).

Meredith, W. Virtual reality for patients with spinal cord injury. M.D. computing : computers in medical practice 13, 400-405 (1996).