Exergaming in Multiple Sclerosis – Bridging the Evidence-Practice Gap

2020 
This chapter defines and gives a brief history of exergaming and considers the evidence base, focusing particularly on multiple sclerosis (MS). It describes two case studies based on MS research studies. The first, a laboratory-based clinical trial comparing active video gaming (AVG) to traditional balance training, illustrates the concept of ‘flow’, arguably a key characteristic of AVG. The second, a pilot study, demonstrates the use of behaviour change techniques in a physiotherapist-supported home-based AVG programme. When designing an exergaming intervention, a person-centred, interdisciplinary and collaborative approach that involves end users and carers along with other stakeholders such as clinicians, service providers and commissioners will help to ensure it is fit-for-purpose and will increase the likelihood of enjoyment and flow experiences. It is also important to consider issues related to implementation and scalability early on, the likely lifespan of the technology and whether principles and learning can be generalised to other emerging technologies.
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