GAMIFICATION IN ACTIVITIES OF DAILY LIVING REHABILITATION AFTER STROKE
Sinopse
Stroke is a leading cause of long-term functional disability, limiting independence in activities of daily living (ADLs). Gamification is an innovative strategy that can boost engagement and rehabilitation dose by delivering biofeedback and supporting neuroplasticity. Objective: To map the scientific evidence on gamification for ADL-oriented rehabilitation after stroke, describing the platforms used, the most common gamification mechanics, and the nature of trained activities. Methods: A scoping review was conducted and reported according to PRISMA-ScR. Searches were performed in PubMed, Scopus, Web of Science, and ScienceDirect using the Population–Concept–Context framework. Only studies employing gamified intervention protocols targeting upper-limb rehabilitation were included. Results: Twenty-four articles were included. The findings reveal a paradigm shift from commercial gaming consoles toward serious games and immersive virtual reality. The dominant gamification mechanics were real-time kinematic biofeedback and adaptive difficulty adjustment. Intervention protocols typically ranged from 3 to 5 weekly sessions lasting 30–45 minutes, with a growing trend toward asynchronous telerehabilitation. Conclusions: Current evidence suggests that gamification is a promising approach to enhance functional independence, especially when embedded in direct, task-specific ADL practice. The move toward specialized serious games may improve clinical precision and ecological validity in post-stroke recovery.
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Este trabalho encontra-se publicado com a Licença Internacional Creative Commons Atribuição 4.0.
