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Managing motor symptoms in neurodegenerative diseases: A scoping review of game-based approaches Cover

Managing motor symptoms in neurodegenerative diseases: A scoping review of game-based approaches

Open Access
|Jul 2026

Figures & Tables

Table 1.

Scoping review eligibility criteria

CriterionInclusionExclusion
PopulationAdults aged 18 and over with motor skill disorders secondary to neurodegenerative diseasesChildren under age 18, animals (e.g., mice and rats), or adults without motor skill disorders secondary to neurodegenerative diseases (e.g., just language disorders, just cognitive disorders, motor skills disorders not due to neurodegenerative diseases)
Intervention/ExposureVideo games, low-tech games, tabletop/board games, gamified interventions, and exergamesNon-gamified low-tech interventions (e.g., non-game pen-and-paper interventions), non-gamified hi-tech interventions (e.g., non-game virtual or augmented reality, non-game apps or computer programs, non-game robotics or prosthetics), or assessments without mention of treatment administered
OutcomeGross motor symptom management (e.g., walking and posture), fine motor symptom management (e.g., handwriting and grasping things with hands), and motor speech symptom management (e.g., dysarthria management)Non-motor symptom management (e.g., mental health symptom management, management of only cognitive symptoms, and management of only language symptoms)
Study CharacteristicsPublished in English and presenting new or original data (i.e., non-review)Not published in English or reviews (e.g., systematic/scoping reviews, metaanalyses, short reviews, or perspective papers)

1 Table detailing inclusion and exclusion criteria for each criterion (i.e., population, intervention/exposure, outcome, & study characteristics)

Table 2.

Data item descriptions and rationales

Data itemDescriptionRationale
Study detailsTitle, authors, publication year, DOI, & countryTo identify each study and to contextualize study findings
Rehabilitation disciplineExamples: PT, OT, SLPTo identify any patterns in game-based approaches across motor rehabilitation disciplines
Study aim(s)The stated aim(s) of each studyTo characterize the general purpose of each study and aid in the determination of relevance to the aim of this scoping review
Study designThe study design employed in each studyTo gain insight into the type(s) of studies conducted thus far concerning serious game use for motor rehabilitation in neurodegenerative populations
Participant demographicsAge, sex, neurological diagnosis, & disease stageTo characterize study findings and identify patterns across participant demographics
Recruitment methodExamples: Clinic patients, voluntary, not statedTo identify any patterns in how participants were recruited for enhanced contextualization and characterization of study findings
Number of participantsNumber of participants receiving game-based intervention versus control or no intervention (as applicable)To gain insight into statistical power and generalizability relative to reported study outcomes
Participant mortalityNumber of participants who withdrew or discontinued study participationTo gain insight into participant adherence and the feasibility of the administered intervention
Game technology (devices & systems)Devices (e.g., computer, tablet, sensor) and systems (e.g., Nintendo, Microsoft, Unity) used for game-based interventionTo characterize the game-based interventions employed and gain an understanding of any patterns in devices/systems employed
Intervention protocolExamples: Frequency, duration, medication state, setting where intervention was completed, games used, game targetsTo identify and characterize the specific protocols administered and identify any patterns in administered protocols
Primary & secondary study outcomesOutcomes relative to primary study aim(s) and any secondary outcomes reportedTo gain insight into game-based intervention efficacy/effectiveness and identify any patterns across outcomes for administered interventions
Qualitative study outcomes (as applicable)Qualitative participant perspectives regarding game design, interface, protocol, feasibility, usability, etc., for game-based intervention administeredTo gain insight into participant experiences and perspectives regarding game-based interventions

1 OT - occupational therapy, PT - physical therapy, SLP - speech-language pathology

1 Table detailing each data item and its rationale for inclusion

Figure 1.

PRISMA 2020 flow diagram. PRISMA 2020 flow diagram52 showing study selection and screening processes

Figure 2.

Participant diagnoses. Participant diagnosis counts across the 28 articles included in this review. These included spinocerebellar ataxia, co-occurring MS and PD, PSP, multiple neurological diagnoses (‘Multiple Neuro Dxs’), MS, and PD. MS - multiple sclerosis, PD - Parkinson’s disease, PSP - progressive supranuclear palsy

Figure 3.

Protocol rehabilitation targets. Bar plot showing counts for the protocol rehabilitation targets across the 28 studies. ‘UL’ abbreviation used below represents ‘upper limb’ (rehabilitation target)

Figure 4.

Protocol total n sessions, frequency (n sessions per week), total protocol duration (weeks), and protocol session duration (hours). Four bar plots showing counts for the total number of sessions, session frequencies (per week), protocol durations (weeks), and session durations (hours) reported across the 28 studies in this review

Table 3.

Summary of intervention dosage across included studies

ParameterReported rangeMost common pattern (n&%)
Session frequency0.25–5 sessions per week2–3 sessions per week (n = 15/28, 53.6%)
Session duration10–60 minutes30–60 minutes (n = 15/28, 53.6%)
Protocol (i.e., intervention) durationSingle session-18 weeks10 weeks or fewer (n = 21/28, 75.0%)
Total number of sessions1–36 sessions25 or fewer (n = 24/28, 85.7%)

1 Table detailing findings across studies for session frequency, session duration, protocol (i.e., intervention) duration, and total number of sessions

1 n indicates the number of studies.% indicates percentage of studies.

S1.

Search Terms. Search terms used in this scoping review.

DatabaseSearch Terms
PubMed(((((((game*[Title/Abstract]) OR (gami*[Title/Abstract])) OR ((„gamification”[Title/Abstract]))) OR („Gamification”[MeSH])) OR („exergaming”[Title/Abstract])) OR („Exergaming”[MeSH])) AND ((((neurol*[Title/Abstract]) OR (neurodegen*[Title/Abstract])) OR („Nervous System” [Title/Abstract])) OR („Neurodegenerative diseases”[MeSH]))) AND ((„motor function”[Title/Abstract]) OR („motor learning”[Title/Abstract]) OR („Motor Skills Disorders”[MeSH]) OR („motor rehabilitation”[Title/Abstract]) OR („speech”[Title/Abstract]) OR („voice” [Title/Abstract]) OR (dysph*[Title/Abstract]) OR (swallow*[Title/ Abstract]))
CINAHL(“Games” OR „Exergames” OR “Gamification”) AND („Neurodegenerative Diseases” OR „Nervous System Physiology”) AND (motor* OR „Rehabilitation” OR „Motor Skills Disorders” OR “speech” OR „voice” OR dysph* OR swallow*)
Scopus(gamif* OR „games” OR „exergame”) AND („Neurodegenerative diseases” OR “Nervous system”) AND (motor* OR „Rehabilitation” OR „Motor Skills Disorders” OR “speech” OR „voice” OR dysph* OR swallow*)
Language: English
Submitted on: Mar 6, 2026
Accepted on: May 31, 2026
Published on: Jul 31, 2026
Published by: University of Physical Education in Warsaw
In partnership with: Paradigm Publishing Services
Publication frequency: 4 issues per year

© 2026 Maura Philippone et al.
This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.