TY - JOUR
T1 - The potential of virtual reality and gaming to assist successful aging with disability
AU - Lange, Belinda
AU - Requejo, Philip
AU - Flynn, Sheryl
AU - Rizzo, Albert
AU - Valero-Cuevas, Francisco
AU - Baker, Lucinda
AU - Winstein, Carolee
PY - 2010/5
Y1 - 2010/5
N2 - Using the advances in computing power, software and hardware technologies, virtual reality (VR), and gaming applications have the potential to address clinical challenges for a range of disabilities. VR-based games can potentially provide the ability to assess and augment cognitive and motor rehabilitation under a range of stimulus conditions that are not easily controllable and quantifiable in the real world. This article discusses an approach for maximizing function and participation for those aging with and into a disability by combining task-specific training with advances in VR and gaming technologies to enable positive behavioral modifications for independence in the home and community. There is potential for the use of VR and game applications for rehabilitating, maintaining, and enhancing those processes that are affected by aging with and into disability, particularly the need to attain a balance in the interplay between sensorimotor function and cognitive demands and to reap the benefits of task-specific training and regular physical activity and exercise.
AB - Using the advances in computing power, software and hardware technologies, virtual reality (VR), and gaming applications have the potential to address clinical challenges for a range of disabilities. VR-based games can potentially provide the ability to assess and augment cognitive and motor rehabilitation under a range of stimulus conditions that are not easily controllable and quantifiable in the real world. This article discusses an approach for maximizing function and participation for those aging with and into a disability by combining task-specific training with advances in VR and gaming technologies to enable positive behavioral modifications for independence in the home and community. There is potential for the use of VR and game applications for rehabilitating, maintaining, and enhancing those processes that are affected by aging with and into disability, particularly the need to attain a balance in the interplay between sensorimotor function and cognitive demands and to reap the benefits of task-specific training and regular physical activity and exercise.
KW - Aging
KW - Disability
KW - Games
KW - Rehabilitation
KW - Technology
KW - Virtual reality
UR - http://www.scopus.com/inward/record.url?scp=77952984650&partnerID=8YFLogxK
U2 - 10.1016/j.pmr.2009.12.007
DO - 10.1016/j.pmr.2009.12.007
M3 - Article
VL - 21
SP - 339
EP - 356
JO - Physical Medicine and Rehabilitation Clinics of North America
JF - Physical Medicine and Rehabilitation Clinics of North America
SN - 1047-9651
IS - 2
ER -