METHODS: A literature search was conducted in various databases, including PubMed, Scopus, IEEE Xplore, and ACM Digital Library. The search was performed using a literature search methodology based on keywords. Information collected from the studies pertained to the approach used in music therapy, the design of the video games, and the types of wearable devices utilized.
RESULTS: A total of 158 articles were found, including 39 from PubMed, 34 from IEEE Xplore, 48 from Scopus, 37 from ACM Digital Library, and 35 from other sources. Duplicate entries, of which there were 41, were eliminated. In the first screening phase, 152 papers were screened for title and abstract. Subsequently, 89 articles were removed if they contained at least one exclusion criterion. Sixteen studies were considered after 63 papers had their full texts verified.
CONCLUSIONS: The convergence of NMT with emerging fields, such as gamification and wearable devices designed for hand functionality, not only expands therapeutic horizons but also lays the groundwork for innovative, personalized approaches to neurorehabilitation. However, challenges persist in effectively incorporating NMT into rehabilitation programs, potentially hindering its effectiveness.
方法:在各种数据库中进行了文献检索,包括PubMed,Scopus,IEEEXplore,ACM数字图书馆。使用基于关键词的文献检索方法进行检索。从研究中收集的信息与音乐疗法中使用的方法有关,电子游戏的设计,以及使用的可穿戴设备的类型。
结果:共发现158篇文章,包括来自PubMed的39人,34来自IEEEXplore,48来自Scopus,37来自ACM数字图书馆,35来自其他来源。重复条目,其中有41人被淘汰。在第一个筛选阶段,对152篇论文进行了标题和摘要筛选。随后,如果89篇文章包含至少一个排除标准,则将其删除。在验证了63篇论文的全文后,考虑了16项研究。
结论:NMT与新兴领域的融合,例如为手部功能设计的游戏化和可穿戴设备,不仅扩大了治疗视野,而且为创新奠定了基础,个性化的神经康复方法。然而,在有效地将NMT纳入康复计划方面仍然存在挑战,有可能阻碍其有效性。