An entire chapter of this just released book is dedicated to MS. You can read the chapter for free at the link below. -D
Virtual Reality in Health and Rehabilitation
Edited By Christopher M. Hayre, Dave J. Muller, Marcia J. Scherer
Edition 1st
eBook Published 23 December 2020
Pub. Location Boca Raton
Imprint CRC Press
DOI https://doi.org/10.1201/9780429351365
Pages 322
eBook ISBN9780429351365
Subjects Bioscience, Engineering & Technology, Health and Social Care, Medicine, Dentistry, Nursing & Allied Health
ABSTRACT
This edited book focuses on the role and use of VR for healthcare professions in both health and rehabilitation settings. It is also offers future trends of other emerging technology within medicine and allied health professions. This text draws on expertise of leading medical practitioners and researchers who utilise such VR technologies in their practices to enhance patient/service user outcomes. Research and practical evidence is presented with a strong applied emphasis to further enhance the use VR technologies within the community, the hospital and in education environment(s). The book may also be used to influence policymakers on how healthcare delivery is offered.
Chapter 12|27 pages
Exergaming in Multiple Sclerosis – Bridging the Evidence-Practice Gap
By Sarah Thomas, Andy Pulman, Jon Robinson
Abstract
In this chapter, we define and give a brief history of exergaming and consider the evidence base, focusing particularly on multiple sclerosis (MS). Next we describe two case studies based on MS research studies we have conducted. The first, a laboratory-based clinical trial comparing active video gaming (AVG) to traditional balance training, illustrates the concept of ‘flow’, arguably a key characteristic of AVG. The second, a pilot study, demonstrates the use of behaviour change techniques in a physiotherapist-supported home-based AVG programme. Having earlier highlighted the 144importance of understanding users’ ‘lifeworlds’, we consider user perspectives of AVG (using MS as an example) as well as clinician perspectives. Finally, we reflect on why uptake of these technologies in clinical practice has been slow, suggest ways to improve the quality of exergaming research and reduce the evidence-practice gap and speculate on future developments in the field.
https://books.google.com/books?hl=en...sis%22&f=false
Virtual Reality in Health and Rehabilitation
Edited By Christopher M. Hayre, Dave J. Muller, Marcia J. Scherer
Edition 1st
eBook Published 23 December 2020
Pub. Location Boca Raton
Imprint CRC Press
DOI https://doi.org/10.1201/9780429351365
Pages 322
eBook ISBN9780429351365
Subjects Bioscience, Engineering & Technology, Health and Social Care, Medicine, Dentistry, Nursing & Allied Health
ABSTRACT
This edited book focuses on the role and use of VR for healthcare professions in both health and rehabilitation settings. It is also offers future trends of other emerging technology within medicine and allied health professions. This text draws on expertise of leading medical practitioners and researchers who utilise such VR technologies in their practices to enhance patient/service user outcomes. Research and practical evidence is presented with a strong applied emphasis to further enhance the use VR technologies within the community, the hospital and in education environment(s). The book may also be used to influence policymakers on how healthcare delivery is offered.
Chapter 12|27 pages
Exergaming in Multiple Sclerosis – Bridging the Evidence-Practice Gap
By Sarah Thomas, Andy Pulman, Jon Robinson
Abstract
In this chapter, we define and give a brief history of exergaming and consider the evidence base, focusing particularly on multiple sclerosis (MS). Next we describe two case studies based on MS research studies we have conducted. The first, a laboratory-based clinical trial comparing active video gaming (AVG) to traditional balance training, illustrates the concept of ‘flow’, arguably a key characteristic of AVG. The second, a pilot study, demonstrates the use of behaviour change techniques in a physiotherapist-supported home-based AVG programme. Having earlier highlighted the 144importance of understanding users’ ‘lifeworlds’, we consider user perspectives of AVG (using MS as an example) as well as clinician perspectives. Finally, we reflect on why uptake of these technologies in clinical practice has been slow, suggest ways to improve the quality of exergaming research and reduce the evidence-practice gap and speculate on future developments in the field.
https://books.google.com/books?hl=en...sis%22&f=false