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 |