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International Journal of Public Health and Clinical Sciences (IJPHCS)
Open Access e-journal ISSN : 2289-7577


Muhammad Akram A.K., Mohd Hafizudddin M., Mohd Zulfadli N., Aidalina Mahmud, Rosliza Abdul Manaf


Background: In the earlier days of its existence, electronic games were made in science laboratories as part of experimental research. With the advancement of technology and the availability of resources, electronic games developed across multiple devices. Computer games are one variation resulting from the evolution of electronic games. Computer games, which initially focus on their application as one of the leisure and fun activities, have also evolved. Nowadays, computer games are also being used in multiple sectors for various purposes, such as learning tools, training, monitoring, and assessment. This systematic review is aimed at evaluating the effectiveness of the application of computer games in rehabilitation.

Materials and Methods: The researchers reviewed EBSCOHOST, PubMed, and ScienceDirect databases for articles published from January 2015 to December 2020. We searched for published randomised controlled trial intervention studies on the application of computer games for healthcare in the domain of rehabilitation. We looked for the variety of the computer games application in rehabilitation and their effectiveness.

Result: Three hundred articles were identified, of which only five studies fulfilled the eligibility criteria and were included in the review. The reviewed studies involved rehabilitation patient with stroke, cerebral palsy (CP) and attention deficit hyperactive disorder (ADHD). Computer games or video games are being applied as an intervention in all studies, either as a stand-alone component or complementary. All five articles reported that computer games application is an effective tool in rehabilitation.

Conclusion: Overall, the application of computer games in rehabilitation programs has favourable effects on the patient’s outcome. However, further research is needed to assess the cost-effectiveness, superiority, and feasibility of such an intervention compared to the traditional approach before its application can be widely recommended.

Keywords: computer games, video games, gaming, healthcare, rehabilitation, self-care, monitoring, training, physical activities

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