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Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
by
Perez-Marcos, Daniel
in
Biomedical and Life Sciences
/ Biomedical Engineering and Bioengineering
/ Biomedicine
/ Care and treatment
/ Commentary
/ Computer & video games
/ Computer applications
/ Computer peripherals
/ Dictionaries
/ Domains
/ Human-computer interaction
/ Neurology
/ Neurorehabilitation
/ Neurosciences
/ Rehabilitation
/ Rehabilitation Medicine
/ Stroke
/ Systematic review
/ Video games
/ Videogames
/ Virtual communities
/ Virtual embodiment
/ Virtual reality
/ Virtual reality experience
/ Virtual reality system
2018
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Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
by
Perez-Marcos, Daniel
in
Biomedical and Life Sciences
/ Biomedical Engineering and Bioengineering
/ Biomedicine
/ Care and treatment
/ Commentary
/ Computer & video games
/ Computer applications
/ Computer peripherals
/ Dictionaries
/ Domains
/ Human-computer interaction
/ Neurology
/ Neurorehabilitation
/ Neurosciences
/ Rehabilitation
/ Rehabilitation Medicine
/ Stroke
/ Systematic review
/ Video games
/ Videogames
/ Virtual communities
/ Virtual embodiment
/ Virtual reality
/ Virtual reality experience
/ Virtual reality system
2018
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Do you wish to request the book?
Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
by
Perez-Marcos, Daniel
in
Biomedical and Life Sciences
/ Biomedical Engineering and Bioengineering
/ Biomedicine
/ Care and treatment
/ Commentary
/ Computer & video games
/ Computer applications
/ Computer peripherals
/ Dictionaries
/ Domains
/ Human-computer interaction
/ Neurology
/ Neurorehabilitation
/ Neurosciences
/ Rehabilitation
/ Rehabilitation Medicine
/ Stroke
/ Systematic review
/ Video games
/ Videogames
/ Virtual communities
/ Virtual embodiment
/ Virtual reality
/ Virtual reality experience
/ Virtual reality system
2018
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Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
Journal Article
Virtual reality experiences, embodiment, videogames and their dimensions in neurorehabilitation
2018
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Overview
Background
In the context of stroke rehabilitation, new training approaches mediated by virtual reality and videogames are usually discussed and evaluated together in reviews and meta-analyses. This represents a serious confounding factor that is leading to misleading, inconclusive outcomes in the interest of validating these new solutions.
Main body
Extending existing definitions of virtual reality, in this paper I put forward the concept of virtual reality experience (VRE), generated by virtual reality systems (VRS; i.e. a group of variable technologies employed to create a VRE). Then, I review the main components composing a VRE, and how they may purposely affect the mind and body of participants in the context of neurorehabilitation. In turn, VRS are not anymore exclusive from VREs but are currently used in videogames and other human-computer interaction applications in different domains. Often, these other applications receive the name of virtual reality applications as they use VRS. However, they do not necessarily create a VRE. I put emphasis on exposing fundamental similarities and differences between VREs and videogames for neurorehabilitation. I also recommend describing and evaluating the specific features encompassing the intervention rather than evaluating virtual reality or videogames as a whole.
Conclusion
This disambiguation between VREs, VRS and videogames should help reduce confusion in the field. This is important for databases searches when looking for specific studies or building metareviews that aim at evaluating the efficacy of technology-mediated interventions.
Publisher
BioMed Central,BioMed Central Ltd,Springer Nature B.V,BMC
Subject
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