A Journey to Childhood for Therapeutic Purposes: Utilizing Gamification for the Rehabilitation of Stroke Patients
Abstract
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1. Mubin O, Alnajjar F, Jishtu N, Alsinglawi B, Al Mahmud A (2019). Exoskeletons with virtual reality, augmented reality, and gamification for stroke patients’ rehabilitation: systematic review. JMIR Rehabil Assist Technol, 6(2):e12010.
2. Chen CH, Kreidler T, Ochsenfahrt A (2022). Rehago–A home-based training app using virtual reality to improve functional performance of stroke patients with mirror therapy and gamification concept: A pilot study. Stud Health Technol Inform, 292:91-95.
3. Gandhi DB, Pandian JD, Szturm T, Kanitkar A, Kate MP, Bhanot K (2021). A computer-game-based rehabilitation platform for individuals with fine and gross motor upper extremity deficits post-stroke (CARE fOR U)–Protocol for a randomized controlled trial. Eur Stroke J, 6(3):291-301.
4. Gauthier LV, Kane C, Borstad A, et al (2017). Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol, 17(1):109.
5. Feingold-Polak R, Barzel O, Levy-Tzedek S (2021). A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot—methodology and usability testing. Neuroeng Rehabil, 18 (1): 122.
2. Chen CH, Kreidler T, Ochsenfahrt A (2022). Rehago–A home-based training app using virtual reality to improve functional performance of stroke patients with mirror therapy and gamification concept: A pilot study. Stud Health Technol Inform, 292:91-95.
3. Gandhi DB, Pandian JD, Szturm T, Kanitkar A, Kate MP, Bhanot K (2021). A computer-game-based rehabilitation platform for individuals with fine and gross motor upper extremity deficits post-stroke (CARE fOR U)–Protocol for a randomized controlled trial. Eur Stroke J, 6(3):291-301.
4. Gauthier LV, Kane C, Borstad A, et al (2017). Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol, 17(1):109.
5. Feingold-Polak R, Barzel O, Levy-Tzedek S (2021). A robot goes to rehab: a novel gamified system for long-term stroke rehabilitation using a socially assistive robot—methodology and usability testing. Neuroeng Rehabil, 18 (1): 122.
| Files | ||
| Issue | Vol 54 No 9 (2025) | |
| Section | Letter to the Editor | |
| DOI | https://doi.org/10.18502/ijph.v54i9.19874 | |
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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. |
How to Cite
1.
Abdollahi R, Ahmadi MH. A Journey to Childhood for Therapeutic Purposes: Utilizing Gamification for the Rehabilitation of Stroke Patients. Iran J Public Health. 2025;54(9):2044-2045.



