What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.
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ABSTRACT: PURPOSE:The purported affective impact of virtual reality (VR) and active video gaming (AVG) systems is a key marketing strategy underlying their use in stroke rehabilitation, yet little is known as to how affective constructs are measured or linked to intervention outcomes. The purpose of this scoping review is to 1) explore how motivation, enjoyment, engagement, immersion and presence are measured or described in VR/AVG interventions for patients with stroke; 2) identify directional relationships between these constructs; and 3) evaluate their impact on motor learning outcomes. METHODS:A literature search was undertaken of VR/AVG interventional studies for adults post-stroke published in Medline, PEDro and CINAHL databases between 2007 and 2017. Following screening, reviewers used an ite
SUBMITTER: Rohrbach N
PROVIDER: S-EPMC6598261 | biostudies-literature | 2019 Jun
REPOSITORIES: biostudies-literature
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