Related Experiment Video
Updated: Sep 28, 2026

Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation
Published on: March 8, 2018
Active Video Games and Low-Cost Virtual Reality: An Ideal Therapeutic Modality for Children With Physical
Marika Demers1, Ophélie Martinie2,3, Carolee Winstein1
1Division of Biokinesiology and Physical Therapy, University of Southern California, Los Angeles, CA, United States.
Insights
Active video games and low-cost virtual reality offer promising at-home rehabilitation for children with physical disabilities during the COVID-19 pandemic. These technologies provide engaging, effective physical therapy alternatives when in-person services are interrupted.
Area of Science:
- Rehabilitation Medicine
- Pediatric Physical Therapy
- Digital Health Technologies
Background:
- Coronavirus (COVID-19) guidelines have interrupted essential rehabilitation services.
- Children with physical disabilities, such as cerebral palsy, face challenges accessing consistent physical therapy.
- Maintaining physical activity gains during service interruptions is crucial for this population.
Purpose of the Study:
- To explore active video games and low-cost virtual reality as viable telerehabilitation solutions.
- To provide strategies for clinicians to integrate these technologies into practice during a pandemic.
- To address the need for continued physical rehabilitation for children with disabilities.
Main Methods:
- Utilizing synchronous or asynchronous telerehabilitation formats with therapist collaboration.
- Incorporating active video games and low-cost virtual reality into individualized at-home treatment plans.
- Leveraging the motivating and ludic features of these technologies for pediatric engagement.
Main Results:
- Active video games and virtual reality demonstrate potential as effective therapeutic interventions for pediatric physical disabilities.
- These technologies facilitate high repetitions of movement in a challenging, multi-modal training environment.
- They offer a unique opportunity to foster engaged practice beyond typical household activities.
Conclusions:
- Active video games and low-cost virtual reality are promising for at-home rehabilitation during the COVID-19 pandemic.
- These digital tools can help mitigate the impact of interrupted rehabilitation services.
- Clinicians can adopt these technologies to ensure continuity of care and maintain patient progress.
Abstract:
Current guidelines against spread of coronavirus (COVID-19) interrupt non-essential rehabilitation services. Thus, individuals with physical disabilities such as children with cerebral palsy can no longer benefit from physical rehabilitation during this undetermined period. Using either a synchronous or asynchronous format, in collaboration with a therapist via telerehabilitation, we suggest that active video games and low-cost virtual reality are a promising delivery mode for at-home rehabilitation in the context of a global pandemic. This therapeutic modality, incorporated into an at-home individualized treatment plan, provides a means to lessen the impact of an interruption in rehabilitation services while not loosing the pre-pandemic, in-person physical activity gains. Growing evidence supports active video games and low-cost virtual reality as viable therapeutic interventions for children with physical disabilities. These technologies are especially well-accepted by pediatric populations for the ludic and motivating features that lend themselves to nearly seamless incorporation into telerehabilitation. Advantages for rehabilitation of active video games and low-cost virtual reality include a rich, challenging, multi-modal training environment in which high numbers of movement repetitions can be accomplished, and a unique opportunity to foster engaged practice actions that go beyond household activities. We offer suggestions for the clinician about how to adopt active video games and low-cost virtual reality into your practice during a global pandemic.
More Related Videos
08:36The Immersive Cleveland Clinic Virtual Reality Shopping Platform for the Assessment of Instrumental Activities of Daily Living
Published on: July 28, 2022
06:00A Rehabilitation Program of Exoskeleton-assisted Body Weight-Supported Treadmill Training with Non-immersive Virtual Reality for Stroke Patients
Published on: May 16, 2025