Abstract
Neurological disorders, such as post stroke or multiple sclerosis (MS), are among the most common causes of long-term disability in the general population. Limitations in mobility of persons post stroke or with multiple sclerosis (MS) frequently present with limitations in reaching and grasping and consequently impact their independence and health related quality of life [1]. Neurorehabilitation is aimed at reducing the limitations resulting from the neurological deficit. However, not all patients have access to continuous rehabilitation. That leads to non-optimal recovery and functionality. To address this lacuna in the offering of necessary rehabilitation, Rehab@Home a European 7th Framework funded project was carried out. The project group came from five different countries and from several diverse disciplines, both technical and clinical, in order to implement solutions aimed at improving use of the arms of persons with neurological disorders. The project aim was to provide a motivational technological solution for rehabilitation of the arms through the creation of Serious Games with the final aim of increasing participation in life situations and quality of life of the persons. The aim of this book chapter is to give an overview of how gaming has been applied to rehabilitation, the innovative solution of Rehab@Home and how the gaming platform developed has been applied to persons with neurological disorders in two different rehabilitation centres. Evaluation and treating- protocols, as well as results of the pilot efficacy study will be presented.
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Jonsdottir, J., Klein, W., Bertoni, R. (2018). Clinical Experiences from Clinical Tests Experiments in the Context of Rehab@Home. In: Lawo, M., Knackfuß, P. (eds) Clinical Rehabilitation Experience Utilizing Serious Games. Advanced Studies Mobile Research Center Bremen. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-21957-4_8
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DOI: https://doi.org/10.1007/978-3-658-21957-4_8
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