Table 3 Classification of digital interventions in neurorehabilitation

From: The overlooked role of exergames in cognitive-motor neurorehabilitation: a systematic review

Category

Definition

Main characteristics

Primary target

Examples

Exergames

Digital games that require active full-body movement, integrating motor and cognitive tasks

Motion-tracking sensors (e.g., Kinect, Wii, VR controllers)

Engages motor and cognitive functions simultaneously

Real-time feedback to improve performance

Motor rehabilitation (balance, gait, coordination), dual-task training

Wii Fit, Kinect Sports

Serious games

Games designed primarily for cognitive engagement and behavioral training rather than physical movement

Limited or no movement required

Often used for cognitive rehabilitation, memory training, and problem-solving tasks

May involve touchscreen or computer-based tasks

Cognitive rehabilitation, behavioral modification, psychological therapy

BrainHQ, Cogmed

VR-based rehabilitation

Rehabilitation that uses virtual environments to provide immersive therapy, with active or passive engagement

Active VR: patient interacts with the environment (e.g., reaching, stepping, navigating a VR space).

Passive VR: the environment changes without requiring movement (e.g., virtual scenery for relaxation or cognitive therapy)

Motor recovery, cognitive training, sensory-motor integration

CAREN system, VR-based mirror therapy