Bibliography

Python 3

Pygame

Papers 2021-2022

  1. System Immersion in Virtual Reality-Based Rehabilitation of Motor Function in Older Adults: A Systematic Review and Meta-Analysis, Rosenlung at el., Front. Virtual Real., 2021, doi

  2. Tools for App- and Web-Based Self-Testing of Cognitive Impairment: Systematic Search and Evaluation, A. Charalanbous, J Med Internet Resv.22(1), 2020, doi

  3. Digitally translated Self-Administered Gerocognitive Examination (eSAGE): relationship with its validated paper version, neuropsychological evaluations, and clinical assessments, Sharre et al. 2017 Alz Res Therapy 9, 44, doi

  4. Are We There Yet? Exploring the Impact of Translating Cognitive Tests for Dementia Using Mobile Technology in an Aging PopulationFront. Ruggeri et al., Aging Neurosci., 2016, doi

  5. Validation of SATURN, a free, electronic, self-administered cognitive screening test, Bissig et al. Alzeimer Dement. 2020, doi

  6. Novel Technological Solutions for Assessment, Treatment, and Assistance in Mild Cognitive Impairment, Mancioppi et al., Front. Neuroinform., 2019, doi

  7. Episodix: a serious game to detect cognitive impairment in senior adults. A psychometric study, PeerJ 2018, Valladares et al., doi

  8. Dissecting Digital Card Games to Yield Digital Biomarkers for the Assessment of Mild Cognitive Impairment: Methodological Approach and Exploratory Study, Gielis et al. 2021, JMIR Serious Games. 2021 Oct-Dec; 9(4), doi

  9. Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy, Lumdsen et al., JMIR Serious Games, 2016 Jul 15;4(2):e11. doi.

  10. Young and old users prefer immersive virtual reality over a social robot for short-term cognitive training, Cohavi et al. International Journal of Human-Computer Studies, 161, 2022, doi

  11. Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders, Ruiz M. et al. Current Psychiatry Reports (2022) doi

Papers 2020-2021

  1. The Clinical Utility of Virtual Reality in Neurorehabilitation: A Systematic Review, Masseti et al., Journal of Central Nervous System Disease; Volume 10: 1–18; 2018

  2. Virtual Reality Applications for Neurological Disease: A Review; Schiza at al.; Front. Robot.; 2019

  3. Effectiveness of the Virtual Reality System Toyra on Upper Limb Function in People with Tetraplegia: A Pilot Randomized Clinical Trial; Dimbwadyo-Terrer et al; BioMed Research International; 2016.

  4. VR-Assisted Physical Rehabilitation: Adapting to the Needs of Therapists and Patients; Kallman et al.; Virtual Realities; 2015

  5. Virtual Reality Systems for Upper Limb Motor Function Recovery in Patients With Spinal Cord Injury: Systematic Review and Meta-Analysis; De Miguel-Rubio et al.; JMIR Mhealth Uhealth; 2020

  6. The effects of semi-immersive virtual reality therapy on standing balance and upright mobility function in individuals with chronic incomplete spinal cord injury: A preliminary study; An and Park; Spinal Cord Med; 2018

  7. Effectiveness of training with motion-controlled commercial video games for hand and arm function in people with cerebral palsy: A systematic review and meta-analysis; Johansen et al; Journal of RehabilitationMed.; 2019

  8. Upper Extremity Rehabilitation Using Fully Immersive VirtualReality Games With a Head Mount Display: A Feasibility Stud; Lee etal.; PM R 12; 2020

  9. Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review; Cheng at al.; JMIR Mental Health; 2019

  10. The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis; Veimer et.al; JMIR Serious Games; 2020

  11. 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: Gauthier et al.; BMC Neurology; 2017

  12. The use and effect of video game design theory in the creation of game-based systems for upper limb stroke rehabilitation; Barrett et al.; Journal of Rehabilitation and Assistive Technologies Engineering; 2016

  13. Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomizedcontrolled trial; Litvin et al.; PLOS one; 2020