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Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy

Overview of attention for article published in Behavioral Sciences , June 2016
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (93rd percentile)
  • Good Attention Score compared to outputs of the same age and source (71st percentile)

Mentioned by

news
3 news outlets
blogs
1 blog
twitter
4 X users

Readers on

mendeley
120 Mendeley
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Article details
Title
Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy
Published in
Behavioral Sciences , June 2016
DOI 10.3390/bs6020010
Pubmed ID
Authors

Marisa Sevick, Elizabeth Eklund, Allison Mensch, Matthew Foreman, John Standeven, Jack Engsberg

Abstract

Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8-17 years) with mild to moderate limitations to upper limb function; and (2) determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

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X Demographics

X Demographics

The data shown below were collected from the profiles of 4 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley demographics

Mendeley demographics

The data shown below were compiled from readership statistics for 120 Mendeley readers of this research output. Click here to see the associated Mendeley record.
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Geographical breakdown

Geographical breakdown
Country Count As %
Unknown 120 100%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Student > Master 23 19%
Student > Bachelor 14 12%
Student > Ph. D. Student 14 12%
Researcher 8 7%
Student > Doctoral Student 7 6%
Other 15 13%
Unknown 39 33%
Readers by discipline
Readers by discipline Count As %
Medicine and Dentistry 19 16%
Nursing and Health Professions 16 13%
Engineering 10 8%
Neuroscience 6 5%
Computer Science 5 4%
Other 18 15%
Unknown 46 38%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 31. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 27 October 2023.
All research outputs
#1,626,571
of 34,517,289 outputs
Outputs from Behavioral Sciences
#202
of 3,173 outputs
Outputs of similar age
#20,766
of 344,574 outputs
Outputs of similar age from Behavioral Sciences
#2
of 7 outputs
Altmetric has tracked 34,517,289 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 95th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 3,173 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 13.3. This one has done particularly well, scoring higher than 93% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 344,574 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 93% of its contemporaries.
We're also able to compare this research output to 7 others from the same source and published within six weeks on either side of this one. This one has scored higher than 5 of them.