{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,8,31]],"date-time":"2026-08-31T07:15:02Z","timestamp":1788160502808,"version":"build-2803163510"},"reference-count":73,"publisher":"SAGE Publications","issue":"4","license":[{"start":{"date-parts":[[2025,8,13]],"date-time":"2025-08-13T00:00:00Z","timestamp":1755043200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["OTJR: Occupational Therapy Journal of Research"],"published-print":{"date-parts":[[2026,10]]},"abstract":"<jats:p>Digital gaming is a popular leisure occupation for people across the lifespan. Occupational therapy practitioners should understand the meaning and purpose of digital gaming for people with disabilities. This scoping review explores peer-reviewed literature investigating the meaning and purpose of digital gaming for people with disabilities. A structured search of the literature (2006\u20132023) was performed with four databases following the JBI Guidance for Scoping Reviews. Three independent reviewers completed article screening, selection, and extraction using a scoping review approach. Forty-eight included articles covered a range of diagnoses, settings, contexts, and outcomes. Studies explored exergaming as a therapeutic tool, outcomes of virtual reality gaming, digital gaming for cognitive retraining and the experience of disabled gamers. Limited studies examined meaning and purpose as a primary outcome. Future research around outcomes of meaning and purpose could contribute to knowledge and skills to support gaming as an occupation.<\/jats:p>","DOI":"10.1177\/15394492251356262","type":"journal-article","created":{"date-parts":[[2025,8,13]],"date-time":"2025-08-13T11:28:47Z","timestamp":1755084527000},"page":"688-698","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":1,"title":["Meaning and Purpose of Digital and Adaptive Gaming: A Scoping Review"],"prefix":"10.1177","volume":"46","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-9914-241X","authenticated-orcid":false,"given":"Kevin","family":"Berner","sequence":"first","affiliation":[{"name":"MGH Institute of Health Professions, Boston, MA, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Mary","family":"O\u2019Donnell","sequence":"additional","affiliation":[{"name":"MGH Institute of Health Professions, Boston, MA, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Jessica","family":"Bell","sequence":"additional","affiliation":[{"name":"MGH Institute of Health Professions, Boston, MA, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Jillian C.","family":"Salis","sequence":"additional","affiliation":[{"name":"MGH Institute of Health Professions, Boston, MA, USA"}],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"179","published-online":{"date-parts":[[2025,8,13]]},"reference":[{"key":"e_1_3_3_2_1","unstructured":"ADA National Network. (2023). How is disability defined in the Americans with Disabilities Act? https:\/\/adata.org\/factsheet\/ada-definitions"},{"key":"e_1_3_3_3_1","doi-asserted-by":"crossref","unstructured":"Adams K. B. Leibbrandt S. Moon H. (2011). A critical review of the literature on social and leisure activity and wellbeing in later life. Ageing & Society 31(4) 683\u2013712. https:\/\/doi.org\/10.1017\/S0144686X10001091","DOI":"10.1017\/S0144686X10001091"},{"key":"e_1_3_3_4_1","doi-asserted-by":"crossref","unstructured":"Amado I. Brenugat-Herne L. Orriols E. Desombre C. Dos Santos M. Prost Z. Krebs M. O. Piolino P. (2016). A serious game to improve cognitive functions in schizophrenia: A pilot study. Frontiers in Psychiatry 7 Article 64. https:\/\/doi.org\/10.3389\/fpsyt.2016.00064","DOI":"10.3389\/fpsyt.2016.00064"},{"key":"e_1_3_3_5_1","doi-asserted-by":"crossref","unstructured":"Ambrosino P. Iannuzzi G. L. Formisano R. Spedicato G. A. D\u2019Abrosca V. Di Gioia L. Di Minno M. N. D. Pappone N. (2020). Exergaming as an additional tool in rehabilitation of young patients with rheumatoid arthritis: A pilot randomized controlled trial. Games Health Journal 9(5) 368\u2013375. https:\/\/doi.org\/10.1089\/g4h.2019.0167","DOI":"10.1089\/g4h.2019.0167"},{"key":"e_1_3_3_6_1","doi-asserted-by":"crossref","unstructured":"American Occupational Therapy Association. (2020). Occupational therapy practice framework: Domain and process (4th ed.). American Journal of Occupational Therapy 74(Suppl. 2) 7412410010. https:\/\/doi.org\/10.5014\/ajot.2020.74S2001","DOI":"10.5014\/ajot.2020.74S2001"},{"key":"e_1_3_3_7_1","doi-asserted-by":"crossref","unstructured":"Aramaki A. L. Sampaio R. F. Cavalcanti A. Silva e Dutra F. C. M. (2019). Use of client-centered virtual reality in rehabilitation after stroke: A feasibility study. Arquivos de Neuro-Psiquiatria 77(9) 622\u2013631. https:\/\/doi.org\/10.1590\/0004-282x20190103","DOI":"10.1590\/0004-282x20190103"},{"key":"e_1_3_3_8_1","doi-asserted-by":"crossref","unstructured":"Bao D. Li W. Shen D. Wang Y. Jin X. (2021). Using participatory design methods to explore changes in the self-efficacy of students with visual impairments after playing exergames. Games for Health 10(4) 228\u2013244. https:\/\/doi.org\/10.1089\/g4h.2020.0122","DOI":"10.1089\/g4h.2020.0122"},{"key":"e_1_3_3_9_1","doi-asserted-by":"crossref","unstructured":"Basha M. A. Aboelnour N. H. Alsharidah A. S. Kamel F. H. (2022). Effect of exercise mode on physical function and quality of life in breast cancer-related lymphedema: A randomized trial. Supportive Care in Cancer 30(3) 2101\u20132110. https:\/\/doi.org\/10.1007\/s00520-021-06559-1","DOI":"10.1007\/s00520-021-06559-1"},{"key":"e_1_3_3_10_1","doi-asserted-by":"crossref","unstructured":"Benzing V. Schmidt M. (2018). Exergaming for children and adolescents: Strengths weaknesses opportunities and threats. Journal of Clinical Medicine 7(11) Article 11. https:\/\/doi.org\/10.3390\/jcm7110422","DOI":"10.3390\/jcm7110422"},{"key":"e_1_3_3_11_1","doi-asserted-by":"crossref","unstructured":"Bonney E. Ferguson G. Smits-Engelsman B. (2017). The efficacy of two activity-based interventions in adolescents with developmental coordination disorder. Research in Developmental Disabilities 71 223\u2013236. https:\/\/doi.org\/10.1016\/j.ridd.2017.10.013","DOI":"10.1016\/j.ridd.2017.10.013"},{"key":"e_1_3_3_12_1","doi-asserted-by":"crossref","unstructured":"Brilliant T. D. Nouchi R. Kawashima R. (2019). Does video gaming have impacts on the brain: Evidence from a systematic review. Brain Sciences 9(10) Article 10. https:\/\/doi.org\/10.3390\/brainsci9100251","DOI":"10.3390\/brainsci9100251"},{"key":"e_1_3_3_13_1","doi-asserted-by":"crossref","unstructured":"Cairns P. Power C. Barlet M. Haynes G. Kaufman C. Beeston J. (2021). Enabled players: The value of accessible digital games. Games & Culture 16(2) 262\u2013282. https:\/\/doi.org\/10.1177\/1555412019893877","DOI":"10.1177\/1555412019893877"},{"key":"e_1_3_3_14_1","doi-asserted-by":"crossref","unstructured":"Caller T. A. Ferguson R. J. Roth R. M. Secore K. L. Alexandre F. P. Zhao W. Tosteson T. D. Henegan P. L. Birney K. Jobst B. C. (2016). A cognitive behavioral intervention (HOBSCOTCH) improves quality of life and attention in epilepsy. Epilepsy & Behavior 57(Pt. A) 111\u2013117. https:\/\/doi.org\/10.1016\/j.yebeh.2016.01.024","DOI":"10.1016\/j.yebeh.2016.01.024"},{"key":"e_1_3_3_15_1","doi-asserted-by":"crossref","unstructured":"Caserman P. Hoffmann K. M\u00fcller P. Schaub M. Stra\u00dfburg K. Wiemeyer J. Bruder R. G\u00f6bel S. (2020). Quality criteria for serious games: Serious part game part and balance. JMIR Serious Games 8(3) Article e19037. https:\/\/doi.org\/10.2196\/19037","DOI":"10.2196\/19037"},{"key":"e_1_3_3_16_1","doi-asserted-by":"crossref","unstructured":"Cashin A. Smith J. McQueen R. Stein T. (2020). Evaluation of a social gaming programme for young adults with autism spectrum disorder. Collegian 27(2) 174\u2013178. https:\/\/doi.org\/10.1016\/j.colegn.2019.06.001","DOI":"10.1016\/j.colegn.2019.06.001"},{"key":"e_1_3_3_17_1","doi-asserted-by":"crossref","unstructured":"Chen C. H. Kreidler T. Ochsenfahrt A. (2022). Rehago\u2014A home-based training app using virtual reality to improve functional performance of stroke patients with mirror therapy and gamification concept: A pilot study. Studies in Health Technology Information 292 91\u201395. https:\/\/doi.org\/10.3233\/SHTI220330","DOI":"10.3233\/SHTI220330"},{"key":"e_1_3_3_18_1","doi-asserted-by":"crossref","unstructured":"Chen S. Chippendale T. (2018). Leisure as an end not just a means in occupational therapy intervention. American Journal of Occupational Therapy 72(4) Article 7204347010. https:\/\/doi.org\/10.5014\/ajot.2018.028316","DOI":"10.5014\/ajot.2018.028316"},{"key":"e_1_3_3_19_1","doi-asserted-by":"crossref","unstructured":"Choi Y. Ku J. Lim H. Kim Y. H. Paik N. (2016). Mobile game-based virtual reality rehabilitation program for upper limb dysfunction after ischemic stroke. Restorative Neurolology and Neuroscience 34(3) 455\u2013463. https:\/\/doi.org\/10.3233\/RNN-150626","DOI":"10.3233\/RNN-150626"},{"key":"e_1_3_3_20_1","doi-asserted-by":"crossref","unstructured":"Clyne C. Jackman C. Tully M. Coyle D. O\u2019Reilly G. (2022). \u201cWe live in the moment\u201d: Experiences of people with intellectual disabilities and clinicians of computer-assisted mindfulness and relaxation. British Journal of Learning Disabilities 50(3) 422\u2013432. https:\/\/doi.org\/10.1111\/bld.12386","DOI":"10.1111\/bld.12386"},{"key":"e_1_3_3_21_1","unstructured":"Conaway L. (2009 July 16). Why senior citizens Love the Wii. NPR. https:\/\/www.npr.org\/sections\/thetwo-way\/2009\/07\/why_senior_citizens_love_the_w.html"},{"key":"e_1_3_3_22_1","doi-asserted-by":"crossref","unstructured":"Cuevas-Lara C. Asteasu M. L. S. de. Ram\u00edrez-V\u00e9lez R. Izquierdo M. Zambom-Ferraresi F. Anto\u00f1anzas-Valencia C. Galbete A. Zambom-Ferraresi F. Mart\u00ednez-Velilla N. (2022). Effects of game-based interventions on functional capacity in acutely hospitalised older adults: Results of an open-label non-randomised clinical trial. Age & Ageing 51(1) 1\u201310. https:\/\/doi.org\/10.1093\/ageing\/afab247","DOI":"10.1093\/ageing\/afab247"},{"key":"e_1_3_3_23_1","doi-asserted-by":"crossref","unstructured":"De Giglio L. De Luca F. Prosperini L. Borriello G. Bianchi V. Pantano P. Pozzilli C. (2015). A low-cost cognitive rehabilitation with a commercial video game improves sustained attention and executive functions in multiple sclerosis: A pilot study. Neurorehabilitation and Neural Repair 29(5) 453\u2013461. https:\/\/doi.org\/10.1177\/1545968314554623","DOI":"10.1177\/1545968314554623"},{"key":"e_1_3_3_24_1","doi-asserted-by":"crossref","unstructured":"de Kloet A. J. Berger M. A. M. Verhoeven I. M. A. J. van Stein Callenfels K. Vlieland T. P. M. V. (2012). Gaming supports youth with acquired brain injury? A pilot study. Brain Injury 26(7\/8) 1021\u20131029. https:\/\/doi.org\/10.3109\/02699052.2012.654592","DOI":"10.3109\/02699052.2012.654592"},{"key":"e_1_3_3_25_1","doi-asserted-by":"crossref","unstructured":"Dobbins S. Hubbard E. Flentje A. Dawson-Rose C. Leutwyler H. (2020). Play provides social connection for older adults with serious mental illness: A grounded theory analysis of a 10-week exergame intervention. Aging & Mental Health 24(4) 596\u2013603. https:\/\/doi.org\/10.1080\/13607863.2018.1544218","DOI":"10.1080\/13607863.2018.1544218"},{"key":"e_1_3_3_26_1","unstructured":"Elshazly F. A. A. Nambi G. S. Elnegamy T. E. (2016). Comparative study on virtual reality training (VRT) over sensory motor training (SMT) in unilateral chronic osteoarthritis: A randomized control trial. International Journal of Medical Research and Health Sciences 5(8) 7\u201316. https:\/\/www.ijmrhs.com\/medical-research\/comparative-study-on-virtual-reality-training-vrt-over-sensory-motor-training-smt-in-unilateral-chronic-osteoarthritis\u2013.pdf"},{"key":"e_1_3_3_27_1","doi-asserted-by":"crossref","unstructured":"Engelst\u00e4tter B. Ward M. R. (2022). Video games become more mainstream. Entertainment Computing 42 100494. https:\/\/doi.org\/10.1016\/j.entcom.2022.100494","DOI":"10.1016\/j.entcom.2022.100494"},{"key":"e_1_3_3_28_1","unstructured":"Entertainment Software Association (ESA). (2024). Essential facts about the U.S. video game industry. https:\/\/www.theesa.com\/resources\/essential-facts-about-the-us-video-game-industry\/2024-data\/"},{"key":"e_1_3_3_29_1","doi-asserted-by":"crossref","unstructured":"Ferraz D. D. Trippo K. V. Duarte G. P. Neto M. G. Bernardes Santos K. O. Filho J. O. (2018). The effects of functional training bicycle exercise and exergaming on walking capacity of elderly patients with Parkinson disease: A pilot randomized controlled single-blinded trial. Archives of Physical Medicine & Rehabilitation 99(5) 826\u2013833. https:\/\/doi.org\/10.1016\/j.apmr.2017.12.014","DOI":"10.1016\/j.apmr.2017.12.014"},{"key":"e_1_3_3_30_1","doi-asserted-by":"crossref","unstructured":"Garc\u00eda-Mu\u00f1oz C. Cort\u00e9s-Vega M. D. Hern\u00e1ndez-Rodr\u00edguez J. C. Fern\u00e1ndez-Segu\u00edn L. M. Escobio-Prieto I. Casuso-Holgado M. J. (2022). Immersive virtual reality and vestibular rehabilitation in multiple sclerosis: Case report. JMIR Serious Games 10(1) Article e31020. https:\/\/doi.org\/10.2196\/31020","DOI":"10.2196\/31020"},{"key":"e_1_3_3_31_1","doi-asserted-by":"crossref","unstructured":"Garc\u00eda-Villamisar D. Dattilo J. Muela C. (2017). Effects of therapeutic recreation on adults with ASD and ID: A preliminary randomized control trial. Journal of Intellectual Disability Research 61(4) 325\u2013340. https:\/\/doi.org\/10.1111\/jir.12320","DOI":"10.1111\/jir.12320"},{"key":"e_1_3_3_32_1","doi-asserted-by":"crossref","unstructured":"Gianola S. Stucovitz E. Castellini G. Mascali M. Vanni F. Tramacere I. Banfi G. Tornese D. (2020). Effects of early virtual reality-based rehabilitation in patients with total knee arthroplasty: A randomized controlled trial. Medicine 99(7) 1\u20138. https:\/\/doi.org\/10.1097\/MD.0000000000019136","DOI":"10.1097\/MD.0000000000019136"},{"key":"e_1_3_3_33_1","unstructured":"Glassman S. (2021 December 21). The exercise games that can actually get you off the couch. Wired. https:\/\/www.wired.com\/story\/great-exercise-games\/"},{"key":"e_1_3_3_34_1","doi-asserted-by":"crossref","unstructured":"Hammond J. Jones V. Hill E. L. Green D. Male I. (2014). An investigation of the impact of regular use of the Wii Fit to improve motor and psychosocial outcomes in children with movement difficulties: A pilot study. Child: Care Health and Development 40(2) 165\u2013175. https:\/\/doi.org\/10.1111\/cch.12029","DOI":"10.1111\/cch.12029"},{"key":"e_1_3_3_35_1","doi-asserted-by":"crossref","unstructured":"Ishibashi G. A. Santos G. dos. Moreira A. P. B. Verga C. E. R. Silva G. A. da. Ordonez T. N. Moraes L. C. de. Lessa P. P. Brucki S. M. D. Silva T. B. L. da. (2023). Effects of cognitive interventions with video games on cognition in healthy elderly people: A systematic review. Arquivos de Neuro-Psiquiatria 81 484\u2013491. https:\/\/doi.org\/10.1055\/s-0043-1764413","DOI":"10.1055\/s-0043-1764413"},{"key":"e_1_3_3_36_1","unstructured":"Joanna Briggs Institute. (2013). JBI levels of evidence. https:\/\/jbi.global\/sites\/default\/files\/2019-05\/JBI-Levels-of-evidence_2014_0.pdf."},{"key":"e_1_3_3_37_1","doi-asserted-by":"crossref","unstructured":"Jozkowski A. C. Cermak S. A. (2020). Moderating effect of social interaction on enjoyment and perception of physical activity in young adults with autism spectrum disorders. International Journal of Developmental Disabilities 66(3) 222\u2013234. https:\/\/doi.org\/10.1080\/20473869.2019.1567091","DOI":"10.1080\/20473869.2019.1567091"},{"key":"e_1_3_3_38_1","doi-asserted-by":"crossref","unstructured":"Lai B. Davis D. Narasaki-Jara M. Hopson B. Powell D. Gowey M. Rocque B. G. Rimmer J. H. (2020). Feasibility of a commercially available virtual reality system to achieve exercise guidelines in youth with spina bifida: Mixed methods case study. JMIR Serious Games 8(3) Article e20667. https:\/\/doi.org\/10.2196\/20667","DOI":"10.2196\/20667"},{"key":"e_1_3_3_39_1","doi-asserted-by":"crossref","unstructured":"Levac D. Colquhoun H. O\u2019Brien K. K. (2010). Scoping studies: Advancing the methodology. Implementation Science 5(1) Article 69. https:\/\/doi.org\/10.1186\/1748-5908-5-69","DOI":"10.1186\/1748-5908-5-69"},{"key":"e_1_3_3_40_1","doi-asserted-by":"crossref","unstructured":"Limone P. Ragni B. Toto G. A. (2023). The epidemiology and effects of video game addiction: A systematic review and meta-analysis. Acta Psychologica 241 104047. https:\/\/doi.org\/10.1016\/j.actpsy.2023.104047","DOI":"10.1016\/j.actpsy.2023.104047"},{"key":"e_1_3_3_41_1","doi-asserted-by":"crossref","unstructured":"Malone L. A. Davlyatov G. K. Padalabalanarayanan S. Thirumalai M. (2021). Active video gaming using an adapted gaming mat in youth and adults with physical disabilities: Observational study. JMIR Serious Games 9(3) Article e30672. https:\/\/doi.org\/10.2196\/30672","DOI":"10.2196\/30672"},{"key":"e_1_3_3_42_1","doi-asserted-by":"crossref","unstructured":"Malone L. A. Rowland J. L. Rogers R. Mehta T. Padalabalanarayanan S. Thirumalai M. Rimmer J. H. (2016). Active videogaming in youth with physical disability: Gameplay and enjoyment. Games for Health Journal 5(5) 333\u2013341. https:\/\/doi.org\/10.1089\/g4h.2015.0105","DOI":"10.1089\/g4h.2015.0105"},{"key":"e_1_3_3_43_1","doi-asserted-by":"crossref","unstructured":"Malone L. A. Thirumalai M. Padalabalanarayanan S. Neal W. N. Bowman S. Mehta T. (2019). Energy expenditure and enjoyment during active video gaming using an adapted Wii Fit Balance Board in adults with physical disabilities: Observational study. JMIR Serious Games 7(1) Article e11326. https:\/\/doi.org\/10.2196\/11326","DOI":"10.2196\/11326"},{"key":"e_1_3_3_44_1","doi-asserted-by":"crossref","unstructured":"Mart\u00ednez de Alb\u00e9niz Santamar\u00eda N. Santamar\u00eda-V\u00e1zquez M. Ortiz-Huerta J. H. (2021). Effects of a video game\u2013based program on women with lymphedema secondary to breast cancer: Preexperimental study. Rehabilitation Oncology 39(4) E83\u2013E88. https:\/\/doi.org\/10.1097\/01.REO.0000000000000256","DOI":"10.1097\/01.REO.0000000000000256"},{"key":"e_1_3_3_45_1","doi-asserted-by":"crossref","unstructured":"Menek B. Tarakci D. Tarakci E. Menek M. Y. (2022). Investigation on the efficiency of the closed kinetic chain and video-based game exercise programs in the rotator cuff rupture: A randomized trial. Games for Health Journal 11(5) 298\u2013306. https:\/\/doi.org\/10.1089\/g4h.2021.0210","DOI":"10.1089\/g4h.2021.0210"},{"key":"e_1_3_3_46_1","unstructured":"Mosely S. Anderson R. Usmanov G. Morris J. Lippincott B. (2022). Video game trends over time for people with disabilities. Journal of Technology and Persons with Disabilities 10 232\u2013248. https:\/\/scholarworks.calstate.edu\/downloads\/z029pc72c"},{"key":"e_1_3_3_47_1","doi-asserted-by":"crossref","unstructured":"Nuic D. Vinti M. Karachi C. Foulon P. Van Hamme A. Welter M.-L. (2018). The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson\u2019s disease patients: A pilot study. Journal of NeuroEngineering & Rehabilitation 15(1) Article 31. https:\/\/doi.org\/10.1186\/s12984-018-0375-x","DOI":"10.1186\/s12984-018-0375-x"},{"key":"e_1_3_3_48_1","unstructured":"OCEBM Levels of Evidence Working Group. (2011) The Oxford 2011 levels of evidence. Oxford Centre for Evidence-Based Medicine. https:\/\/www.cebm.ox.ac.uk\/resources\/levels-of-evidence\/ocebm-levels-of-evidence."},{"key":"e_1_3_3_49_1","doi-asserted-by":"crossref","unstructured":"Peat G. Rodriguez A. Smith J. (2023). \u201cIt is easier to not allow them to see your disability straight away to see you as a person\u201d: An interpretative phenomenological analysis of video gaming from the perspectives of men with Duchenne muscular dystrophy. Palliative Medicine 37(7) 1016\u20131024. https:\/\/doi.org\/10.1177\/02692163231172246","DOI":"10.1177\/02692163231172246"},{"key":"e_1_3_3_50_1","doi-asserted-by":"crossref","unstructured":"Peters M. D. J. Marnie C. Tricco A. C. Pollock D. Munn Z. Alexander L. McInerney P. Godfrey C. M. Khalil H. (2020). Updated methodological guidance for the conduct of scoping reviews. JBI Evidence Synthesis 18(10) 2119\u20132126. https:\/\/doi.org\/10.11124\/JBIES-20-00167","DOI":"10.11124\/JBIES-20-00167"},{"key":"e_1_3_3_51_1","doi-asserted-by":"crossref","unstructured":"Plow M. Finlayson M. (2011). Potential benefits of Nintendo Wii Fit among people with multiple sclerosis: A longitudinal pilot study. International Journal of MS Care 13(1) 21\u201330. https:\/\/doi.org\/10.7224\/1537-2073-13.1.21","DOI":"10.7224\/1537-2073-13.1.21"},{"key":"e_1_3_3_52_1","doi-asserted-by":"crossref","unstructured":"Potcovaru C. Salmen T. B\u00eegu D. S\u0103ndulescu M. I. Filip P. V. Diaconu L. S. Pop C. Ciobanu I. Cintez\u0103 D. Berteanu M. (2024). Assessing the effectiveness of rehabilitation interventions through the World Health Organization Disability Assessment Schedule 2.0 on disability: A systematic review. Journal of Clinical Medicine 13(5) Article 5. https:\/\/doi.org\/10.3390\/jcm13051252","DOI":"10.3390\/jcm13051252"},{"key":"e_1_3_3_53_1","doi-asserted-by":"crossref","unstructured":"Redepenning D. H. Huss S. A. Maddali S. (2023). Influence of adaptive video gaming on quality of life and social relationships. Assistive Technology 35(4) 339\u2013346. https:\/\/doi.org\/10.1080\/10400435.2022.2067913","DOI":"10.1080\/10400435.2022.2067913"},{"key":"e_1_3_3_54_1","doi-asserted-by":"crossref","unstructured":"Ribas C. G. Alves da Silva L. Corr\u00eaa M. R. Teive H. G. Valderramas S. (2017). Effectiveness of exergaming in improving functional balance fatigue and quality of life in Parkinson\u2019s disease: A pilot randomized controlled trial. Parkinsonism and Related Disorders 38 13\u201318. https:\/\/doi.org\/10.1016\/j.parkreldis.2017.02.006","DOI":"10.1016\/j.parkreldis.2017.02.006"},{"key":"e_1_3_3_55_1","doi-asserted-by":"crossref","unstructured":"R\u00fcth M. Kaspar K. (2021). Educational and social exergaming: A perspective on physical social and educational benefits and pitfalls of exergaming at home during the COVID-19 pandemic and afterwards. Frontiers in Psychology 12 Article 644036. https:\/\/doi.org\/10.3389\/fpsyg.2021.644036","DOI":"10.3389\/fpsyg.2021.644036"},{"key":"e_1_3_3_56_1","unstructured":"Salis J. Bell J. Berner K. O\u2019Donnell M. (2023). Adapted gaming scoping review 2023. https:\/\/osf.io\/bv9ck\/"},{"key":"e_1_3_3_57_1","doi-asserted-by":"crossref","unstructured":"Santhanam S. p. (2023). An interactive and neurodiversity-affirming approach to communication supports for autistic students through videogaming. Language Speech & Hearing Services in Schools 54(1) 120\u2013139. https:\/\/doi.org\/10.1044\/2022_LSHSS-22-00027","DOI":"10.1044\/2022_LSHSS-22-00027"},{"key":"e_1_3_3_58_1","volume-title":"Willard and Spackman\u2019s occupational therapy","author":"Schell B. B.","year":"2019","unstructured":"Schell B. B., Gillen G. (Eds.). (2019). Willard and Spackman\u2019s occupational therapy (13th ed.). Wolters Kluwer.","edition":"13"},{"key":"e_1_3_3_59_1","doi-asserted-by":"crossref","unstructured":"Schiesel S. (2006 September 14). New product by Nintendo for holidays. New York Times. https:\/\/www.nytimes.com\/2006\/09\/14\/technology\/new-product-by-nintendo-for-holidays.html","DOI":"10.1016\/S1359-6128(06)71671-8"},{"key":"e_1_3_3_60_1","doi-asserted-by":"crossref","unstructured":"Shin J. Bog Park S. Ho Jang S. (2015). Effects of game-based virtual reality on health-related quality of life in chronic stroke patients: A randomized controlled study. Computers in Biology and Medicine 63 92\u201398. https:\/\/doi.org\/10.1016\/j.compbiomed.2015.03.011","DOI":"10.1016\/j.compbiomed.2015.03.011"},{"key":"e_1_3_3_61_1","doi-asserted-by":"crossref","unstructured":"Shin J. Kim M. Lee J. Jeon Y. Kim S. Lee S. Seo B. Choi Y. (2016). Effects of virtual reality-based rehabilitation on distal upper extremity function and health-related quality of life: A single-blinded randomized controlled trial. Journal of Neuroengineering and Rehabilitation 13 17. https:\/\/doi.org\/10.1186\/s12984-016-0125-x","DOI":"10.1186\/s12984-016-0125-x"},{"key":"e_1_3_3_62_1","doi-asserted-by":"crossref","unstructured":"Tabacof L. Dewil S. Herrera J. E. Cortes M. Putrino D. (2021). Adaptive esports for people with spinal cord injury: New frontiers for inclusion in mainstream sports performance. Frontiers in Psychology 12 Article 612350. https:\/\/doi.org\/10.3389\/fpsyg.2021.612350","DOI":"10.3389\/fpsyg.2021.612350"},{"key":"e_1_3_3_63_1","unstructured":"Taub E. A. (2007 July 12). Nintendo says its Wii game will remain in short supply. The New York Times. https:\/\/www.nytimes.com\/2007\/07\/12\/business\/12video.html"},{"key":"e_1_3_3_64_1","doi-asserted-by":"crossref","unstructured":"Tholl C. Bickmann P. Wechsler K. Frob\u00f6se I. Grieben C. (2022). Musculoskeletal disorders in video gamers\u2014A systematic review. BMC Musculoskeletal Disorders 23(1) 678. https:\/\/doi.org\/10.1186\/s12891-022-05614-0","DOI":"10.1186\/s12891-022-05614-0"},{"key":"e_1_3_3_65_1","doi-asserted-by":"crossref","unstructured":"Thomas S. Fazakarley L. Thomas P. W. Collyer S. Brenton S. Perring S. Scott R. Thomas F. Thomas C. Jones K. Hickson J. Hillier C. (2017). Mii-vitaliSe: A pilot randomised controlled trial of a home gaming system (Nintendo Wii) to increase activity levels vitality and well-being in people with multiple sclerosis. BMJ Open 7(9) Article e016966. https:\/\/doi.org\/10.1136\/bmjopen-2017-016966","DOI":"10.1136\/bmjopen-2017-016966"},{"key":"e_1_3_3_66_1","doi-asserted-by":"crossref","unstructured":"Tokg\u00f6z P. Stampa S. W\u00e4hnert D. Vordemvenne T. Dockweiler C. (2022). Virtual reality in the rehabilitation of patients with injuries and diseases of upper extremities. Healthcare 10(6) Article 6. https:\/\/doi.org\/10.3390\/healthcare10061124","DOI":"10.3390\/healthcare10061124"},{"key":"e_1_3_3_67_1","doi-asserted-by":"crossref","unstructured":"Toll\u00e1r J. Nagy F. T\u00f3th B. E. T\u00f6r\u00f6k K. Szita K. Csutor\u00e1s B. Moizs M. Hortob\u00e1gyi T. (2020). Exercise effects on multiple sclerosis quality of life and clinical-motor symptoms. Medicine & Science in Sports & Exercise 52(5) 1007\u20131014. https:\/\/doi.org\/10.1249\/MSS.0000000000002228","DOI":"10.1249\/MSS.0000000000002228"},{"key":"e_1_3_3_68_1","doi-asserted-by":"crossref","unstructured":"Tricco A. C. Lillie E. Zarin W. O\u2019Brien K. K. Colquhoun H. Levac D. Moher D. Peters M. D. J. Horsley T. Weeks L. Hempel S. Akl E. A. Chang C. McGowan J. Stewart L. Hartling L. Aldcroft A. Wilson M. G. Garritty C. . . . Straus S. E. (2018). PRISMA extension for scoping reviews (PRISMA-SCR): Checklist and explanation. Annals of Internal Medicine 169(7) 467\u2013473. https:\/\/doi.org\/10.7326\/M18-0850","DOI":"10.7326\/M18-0850"},{"key":"e_1_3_3_69_1","doi-asserted-by":"crossref","unstructured":"Viana R. T. Laurentino G. E. C. Souza R. J. P. Fonseca J. B. Silva Filho E. M. Dias S. N. Teixeira-Salmela L. F. Monte-Silva K. K. (2014). Effects of the addition of transcranial direct current stimulation to virtual reality therapy after stroke: A pilot randomized controlled trial. NeuroRehabilitation 34(3) 437\u2013446. https:\/\/doi.org\/10.3233\/NRE-141065","DOI":"10.3233\/NRE-141065"},{"key":"e_1_3_3_70_1","doi-asserted-by":"crossref","unstructured":"Villafaina S. Collado-Mateo D. Dom\u00ednguez-Mu\u00f1oz F. J. Fuentes-Garc\u00eda J. P. Gusi N. (2019). Benefits of 24-week exergame intervention on health-related quality of life and pain in women with fibromyalgia: A single-blind randomized controlled trial. Games for Health Journal 8(6) 380\u2013386. https:\/\/doi.org\/10.1089\/g4h.2019.0023","DOI":"10.1089\/g4h.2019.0023"},{"key":"e_1_3_3_71_1","doi-asserted-by":"crossref","unstructured":"Wall T. Feinn R. Chui K. Cheng M. S. (2015). The effects of the Nintendo Wii Fit on gait balance and quality of life in individuals with incomplete spinal cord injury. Journal of Spinal Cord Medicine 38(6) 777\u2013783. https:\/\/doi.org\/10.1179\/2045772314Y.0000000296","DOI":"10.1179\/2045772314Y.0000000296"},{"key":"e_1_3_3_72_1","doi-asserted-by":"crossref","unstructured":"Wasterfors D. (2011). Stretching capabilities: Children with disabilities playing tv and computer games. Disability & Society 26(3) 337\u2013349. https:\/\/doi.org\/10.1080\/09687599.2011.560417","DOI":"10.1080\/09687599.2011.560417"},{"key":"e_1_3_3_73_1","doi-asserted-by":"crossref","unstructured":"Yalon-Chamovitz S. Tamar-Weiss P. L. (2008). Virtual reality as a leisure activity for young adults with physical and intellectual disabilities. Research in Developmental Disabilities 29(3) 273\u2013287. https:\/\/doi.org\/10.1016\/j.ridd.2007.05.004","DOI":"10.1016\/j.ridd.2007.05.004"},{"key":"e_1_3_3_74_1","doi-asserted-by":"crossref","unstructured":"Yazgan Y. Z. Tarakci E. Tarakci D. Ozdincler A. R. Kurtuncu M. (2020). Comparison of the effects of two different exergaming systems on balance functionality fatigue and quality of life in people with multiple sclerosis: A randomized controlled trial. Multiple Sclerosis and Related Disorders 39 Article 101902. https:\/\/doi.org\/10.1016\/j.msard.2019.101902","DOI":"10.1016\/j.msard.2019.101902"}],"container-title":["OTJR: Occupational Therapy Journal of Research"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/15394492251356262","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/full-xml\/10.1177\/15394492251356262","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/15394492251356262","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,8,31]],"date-time":"2026-08-31T06:35:41Z","timestamp":1788158141000},"score":1,"resource":{"primary":{"URL":"https:\/\/journals.sagepub.com\/doi\/10.1177\/15394492251356262"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2025,8,13]]},"references-count":73,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2026,10]]}},"alternative-id":["10.1177\/15394492251356262"],"URL":"https:\/\/doi.org\/10.1177\/15394492251356262","relation":{},"ISSN":["1539-4492","1938-2383"],"issn-type":[{"value":"1539-4492","type":"print"},{"value":"1938-2383","type":"electronic"}],"subject":[],"published":{"date-parts":[[2025,8,13]]}}}