Abstract
This review synthesized active videogaming (AVG) intervention literature over a 10-year period (2010–2020) for people with neuromuscular conditions (18–64 years of age), examining interventions that aimed to improve health and secondary conditions, physical activity, and outcomes quality of life (QOL). Systematic searches yielded 40 eligible studies. The major groups were multiple sclerosis (40%) and stroke (33%), and the study participants had mostly mild-to-moderate disability who were able to play games in a standing position. Research designs primarily involved randomized controlled trials (65%) and pre/post-trial design without a control group (28%). The majority of interventions used commercial off-the-shelf gaming systems, such as Nintendo Wii and Microsoft Kinect.
Studies reported significant improvements in health outcomes, specifically in balance (n = 30/36), mobility (n = 24/27), and cardiorespiratory fitness (n = 6/8). Positive changes were also seen in secondary conditions (n = 8/12), physical activity (n = 3/4), and QOL outcomes (n = 8/16). AVG research for people with neuromuscular conditions has grown in both quantity and quality but several gaps remain. Study findings provide a roadmap for future AVG trials on understudied populations, and highlight technology and targeted outcomes as drivers of future intervention research.
Introduction
There is substantial evidence that regular participation in physical activity, including exercise training, improves health and functional outcomes (e.g., improved mobility, cardiovascular endurance, muscular strength, balance, fatigue, depression) in people with disabilities, including neuromuscular conditions.1,2 However, the majority of people with neuromuscular conditions do not engage in adequate amounts of physical activity for acquiring health benefits.3–6 Although the causes of neuromuscular conditions vary, many possess a mobility limitation that may exacerbate physical inactivity.3,4 In addition, the low level of physical activity may be attributed in part to fewer opportunities and numerous personal and environmental barriers that restrict their physical activity participation in the community (e.g., lack of transportation, poor facility access, fitness staff inexperienced with mobility limitations).7–12 These barriers make it much more challenging for people with neuromuscular conditions to achieve the U.S. public health guideline of at least 150 minutes/week of moderate intensity physical activity.5,6
Research efforts have focused on physical activity promotion for people with neuromuscular conditions through the delivery of traditional exercise training programs (e.g., treadmill walking, weight lifting) and/or recreation, leisure, and sport activities (e.g., yoga, martial arts). 2 Over the past two decades, studies incorporating interactive technology such as active videogaming (AVG) have demonstrated acceptance as an enjoyable leisure time option for improving health outcomes and physical activity for individuals with a neuromuscular condition.13,14 AVGs are typically played using trunk and limb movements while the system reflects participants' movements in space using a wireless controller. Participants can mimic use of real-world objects (e.g., tennis racquet) and perform leisure time physical activities. Physical activity can be defined as bodily movement that results in increases in energy expenditure above resting level while performing sports, conditioning, exercise, household tasks, and other daily activities. 15 Previous studies among people with mobility limitations have reported that AVG is perceived as an enjoyable activity16,17 and can produce moderate-intensity exercise,16,18–22 thereby helping individuals meet the recommended physical activity guidelines.5,6
It is estimated that 46 million persons with disabilities (PWD) in the U.S. engage in videogame play. 23 Previous studies have reported increased levels of energy expenditure in persons with a mobility limitations during AVG16,18 and may replace typical sedentary play with health-promoting physical activity.24,25 Collectively, AVG has the potential to serve as an alternative form of leisure time physical activity for individuals with a neuromuscular condition mitigating common environmental barriers to physical activity participation such as transportation and facility access. 9
Recent literature reviews have reported that home and clinic-based AVG interventions can improve functional health (e.g., mobility, balance) and physical activity among adults with neuromuscular conditions, including multiple sclerosis (MS), stroke, and Parkinson disease (PD).26–28 Yet, the current trends and benefits of the AVG interventions may be underestimated from a small number of carefully selected studies (i.e., inclusion of home-based interventions and/or randomized controlled trials [RCT] only) and limited to functional health outcomes. Although functional health is an important therapeutic measure for people with neuromuscular conditions, data are limited that can illustrate the effectiveness of AVG interventions on other important outcomes, such as musculoskeletal, cardiorespiratory and secondary conditions, physical activity, and quality of life (QOL). It is imperative that we expand the review of existing literature to identify gaps and advance the knowledge base regarding AVG.
To better understand the use of AVG as a health-promoting activity in young and middle-aged adults (18–64 years) with neuromuscular conditions, this scoping review explored the characteristics of AVG interventions (e.g., research design, gaming technology, setting, intervention dose) over a 10-year period. The review included the following neuromuscular conditions, namely stroke, MS, PD, spinal cord injury (SCI)/dysfunction, post-polio syndrome, and traumatic brain injury (TBI) as classified by the American College of Sports and Medicine (ACSM). 29 In addition, the review aimed to describe the influence of AVG interventions on changes in broad outcome areas, including health-related secondary conditions, physical activity, and QOL.
Methods
This scoping review followed the Arksey and O'Malley methodological framework for conducting a scoping review. 30 Scoping reviews aim to address broad, overarching views of the existing literature and research questions that can further provide a foundation for investigating more specific research questions for systematic review and/or meta-analyses.30,31 This review used the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) Statement as a guideline for reporting. 32 Using systematic review procedures, intervention studies that incorporated AVG to change health, physical activity, secondary condition, or QOL-related outcomes for people with neuromuscular conditions were identified, reviewed, and synthesized by disability type.
Search strategy
We conducted systematic searches of five electronic databases (i.e., PubMed, CINAHL, Scopus, Embase, and SPORTDiscus) on November 23 and 30, 2020, for the years 2010 to 2020. Given that 2010 was the first year in which all three of the most popular AVG systems were available (Nintendo Wii, Microsoft Kinect, and Playstation Eye), we limited our search to this 10-year period. The electronic search strategy included multiple search strings of key terms, namely interventions (e.g., active videogame, exergame, virtual reality), health-related outcomes (e.g., fitness, mobility, QOL), and disability (e.g., stroke, cerebral palsy, MS). The search terms were developed in cooperation with a university librarian and resulted in electronic search strings for each database. Examples of the PubMed searches are provided in Supplementary Appendix SA1.
In addition to the electronic database searches, we reviewed additional resources using previously published review articles and journals related to gaming, rehabilitation, and disability. Upon completion of the initial draft of the article (May 20, 2021), we conducted additional searches using Google Scholar to identify articles that could have potentially been published during preparation of this article between November 2020 and May 2021.
Eligibility criteria
To build upon previous exercise-based scoping reviews, we used similar inclusion, exclusion, and major search criteria, but with a more focused scope.1,2 Identified studies had to meet the following criteria to be included in this review: (1) targeted adults with neuromuscular disorders (18 to 64 years of age); (2) incorporated AVG that targeted change in health, secondary condition, physical activity, or QOL-related outcomes; (3) included performance, observer rating, self-report, and/or instrument-measured outcomes; (4) contained at least a pre- and post-assessment period; and (5) published in English in peer-reviewed journals. Studies were excluded based on the following criteria: (1) nonresearch publications (e.g., study protocol, conference abstracts, theses/dissertations, book chapters); (2) interventions that required the assistance of a licensed therapist or devices (e.g., robotic device, body weight support, constraint-induced movement therapy); (3) interventions delivered as a means of therapy that aimed to improve gross and/or upper extremity motor functions; (4) no inclusion of statistical analysis (e.g., case study); or (5) interventions delivered to inpatients.
Screening process/data extraction
When we retrieved the search results from the electronic databases, the results were further narrowed by filters based on the eligibility criteria of this review (e.g., age, English language, human subject research). Two independent analysts (L.M. and Y.K.) performed the screening and data extraction process. This process included the following steps: (1) removed duplicate studies; (2) screened all studies at the abstract level; (3) reviewed the remaining studies in the full-text level; and (4) extracted data of included studies in the final analysis. During the entire process, the analysts resolved disagreements through in-depth discussions and determined the final decision for inclusion/exclusion of each study in the review.
Data are organized into two categories: participant and study characteristics using the Population, Intervention, Comparator, Outcome, Timing, and Setting framework. The participant characteristics included type of disability, age, sex, disease severity, and time since diagnosis. The study characteristics consisted of study design (RCT, non-RCT, pre- and post-trial with no control group), program prescription (minutes per session, frequency per week), duration of the intervention (weeks), type of AVG applied to the intervention, setting (clinic/laboratory, home; supervised, unsupervised), and type of comparator, if any (active control; nonactive control, including waitlist control and usual care). The outcomes were categorized into four domains: 33 health-related, secondary conditions, physical activity, and QOL. Health outcomes were further characterized as those that related to function (e.g., balance, mobility), musculoskeletal, cardiorespiratory fitness, and body composition. Secondary conditions were categorized as pain, fatigue, anxiety, and depressive symptoms.
Results
The results of the study selection process are provided in a PRISMA flowchart in Figure 1. The search strategy returned 4033 studies from the electronic databases, and four studies were located through additional resources (review articles and journals) related to the topics of interest (e.g., game, rehabilitation, and disability). After removing duplicates, 3519 studies were screened at the abstract level based on the eligibility criteria, and 631 studies were retained and reviewed at the full-text level. Collectively, 40 studies34–73 that met the eligibility criteria were included in the final review. The summary characteristics of all studies are presented in Table 1. The characteristics of the studies included in the quantitative synthesis are provided in Table 2.

PRISMA flow diagram. From: Moher D, Liberati A, Tetzlaff J, Altman DG. Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement. Ann Internal Med 2009; 151:264–269. DOI: 10.7326/0003-4819-151-4-200908180-00135.
Summary Characteristics of All Studies (n = 40)
Adds up to >100% because several studies incorporated more than one type of active videogaming or delivered in multiple locations.
Countries include Israel, Chile, Canada, Switzerland, Australia, Hungary, India, Sweden, Czech, Jordan, and Iran.
MS, multiple sclerosis; PD, Parkinson's disease; RCT, randomized controlled trial; SCI, spinal cord injury; TBI, traumatic brain injury.
Characteristics of the Studies Included in the Quantitative Synthesis (n = 40) Reported Using the Patient, Intervention, Comparator, Outcome, Timing, Setting (PICOTS) Framework
COM, comparator; INT, intervention; nr, not reported; PP, pre- and post-trial.
Participant characteristics
The detailed participant characteristics are provided by disability group in Table 3. MS (n = 16/40, 40%)38,40,44,49–53,55,65,66,68–72 and stroke (n = 13/40, 33%)36,37,41,42,46,48,56,58–61,67,73 accounted for the majority of studies. The remaining studies were spread among PD,34,43,54,57 SCI,35,63,64 TBI, 62 Huntington's disease, 45 post-polio syndrome, 39 and cross-disability. 47 The pooled sample consisted of 1183 participants (695 intervention, 488 control) with a mean age of 51 ± 10 years (all 8 disability groups), means ranging from 31 to 63 years. Females consisted of 50% of sample, males 41%, and the rest were not reported. The study participants generally presented with mild-to-moderate disability using various disease-specific scales. For example, most MS studies reported disease severity using the Expanded Disability Status Scale (n = 13/16, 81%) and included participants with mild-to-moderate disability (e.g., Expanded Disability Status Scale between 0 and 7).38,40,44,49–51,53,65,66,68,69,71,72
Participant Information
Some studies did not provide participant sex (n = 12).
HD, Huntington's disease; Polio, post-polio syndrome; INT, Intervention; COM, Comparator; nr, not reported.
Similarly, PD and Huntington studies included participants with mild-to-moderate disability using the Hoehn & Yahr scale between 1 and 334,54,57 or Unified PD Rating Scale.43,45 Studies often described balance and/or walking ability as eligibility criteria and excluded people with severe functional impairments (e.g., ability to stand at least 15 minutes; ability to walk 10 m with or without an assistive device). Of note, SCI studies only included participants with incomplete SCI, and the injury level spread from C2 to L3.
Study characteristics
A total of 26 studies incorporated an RCT intervention design (n = 26/40, 65%).36,37,39,41,42,44,46–51,53–55,57–59,65–69,71–73 The RCT studies per disability group were 75% for MS (n = 12/16),44,49–51,53,55,65,66,68,69,71,72 77% for stroke (n = 10/13),36,37,41,42,46,48,58,59,67,73 50% for PD (n = 2/4),54,57 100% for post-polio syndrome (n = 1/1), 39 and 100% for cross-disability (n = 1/1). 47 Eleven studies integrated a pre- and post-trial intervention design (n = 11/40, 28%),35,38,40,52,56,60–64,70 and 3 studies utilized a non-RCT intervention design (n = 3/40, 8%).34,43,45 When a comparison group was used interventions typically provided nonactive treatment, such as waitlist control or usual care (n = 20/29, 69%),34,37,41,44–48,50–53,55,58,65–67,69,71,72 whereas nine studies offered active treatment and delivered traditional exercise training programs, such as weight shift, treadmill walking, or boxing (n = 9/29, 31%).36,39,42,49,54,57,59,68,73
The interventions ranged from 1 to 52 weeks, with a mean duration of 8 ± 8 weeks. The interventions delivered from 3 to 60 sessions, ranging from 15 to 90 minutes, at a frequency of 1 to 5 times per/week. The median dose parameters were 6 weeks, 3 times per week for 45 minutes. The majority of interventions incorporated commercial, off-the-shelf AVGs, such as Nintendo Wii (Nintendo, Kyoto, Japan),34,36,39–41,43,45,48,52–55,57,61,64–67,69–71,73 and Xbox Kinect (Microsoft, Redmond, WA).34,42,44,46,49,51,56,58–60,67,72 The off-the-shelf Nintendo Wii games used included Wii Sports, Wii Sports Resort, Wii Fit, Wii Fit Plus, and Dance Dance Revolution. The off-the-shelf Microsoft Kinect games used included Kinect Sports, Kinect Sports: Season 2, Adventures!, Gunstringer, Just Dance 3, and Your Shape: Fitness Evolved. Other commercial systems that were used for the interventions included Interactive Rehabilitation Exercise (IREX; Gesture Tek, Toronto, Canada), 35 VITAL Rehab by Jintronix (www.jintonix.com; Seattle, WA), 38 Homebalance (Clevertech, Czech Republic), 50 YouKicker (YouRehab AG, Schlieren, Switzerland), 63 Sony Playstation (Sony Entertainment, Tokyo), 67 and SeeMe VR (www.virtual-reality-rehabilitation.com). 67
The remaining studies developed and delivered customized games that were typically accompanied by a Nintendo Wii balance board or Kinect motion sensor.37,47,62,68 The interventions were typically delivered during one-on-one sessions, whereas only one study 67 provided group sessions (6 to 8 people). In addition, only 2 studies39,63 provided interventions in a seated position.
Outcomes
The frequency counts of outcome categories are provided in Table 4. The 40 studies included in this review assessed at least one health, physical activity, secondary condition, or QOL outcome at pre- and post-intervention. Balance (n = 36/40, 90%) and walking/mobility as outcomes (n = 27/40, 68%) were most frequently measured. Out of 36 studies that reported balance outcomes, 75% (n = 30/36) of studies reported that at least one outcome was significantly improved from pre- to post-intervention. Significant improvements in balance were found based on various assessment types, including performance, instrument, observer rating, and self-report. For walking/mobility, 89% (n = 24/27) of studies reported at least one significant improvement after the intervention as determined by assessments such as biomechanical (e.g., spatiotemporal gait parameters),36,45,58,62 Timed Up and Go35,47,49,52,57,59,65,71,73 and other performance measures (e.g.,10 Meter Walk Test; 2-Minute Walk Test; 25-Foot Walk Test; 30-Seconds Walk Test),34,38,47,49,51,53,59,63,64,67 and self-report tools (e.g., MS Walking Scale-12).49,55,69
Categorized Outcomes by Disability Group
For each disability group, the No. of studies with significant changes/No. of studies that measured the outcome.
Fewer number of studies included cardiorespiratory,52,54,56,58,61,63,65,72 musculoskeletal,38,43,47,51,52,60,61,67,69 and body composition outcomes, 52 however all but 2 sdudies54,63 demonstrated significant improvements in these outcomes.
A total of 12 studies included secondary condition-related outcomes (n = 12/40, 30%), with improvements in 8 of the 12 (67%).34,38,39,51,52,54,59,65,66,68,71,72 Most frequently included was fatigue38,39,51,52,54,65,66,68,71 (n = 9/40, 23%), followed by depressive symptoms,51,59,72 pain, 39 and anxiety. 34 Depressive symptoms improved in 2 studies,51,59 pain 39 and anxiety 34 in one study each, while 5 of the 12 studies demonstrated significant decreases in fatigue from pre- to post-intervention.39,54,65,66,68
Only 4 studies included physical activity as an outcome (n = 4/40, 10%).52,56,67,71 Of those, 75% (n = 3/4) reported significant increases in physical activity after the intervention, two through self-reported data,52,71 and the other using an objective measure of step count. 56 Among the studies that included health-related QOL as an outcome (n = 16/40, 39%), 50% (n = 8/16) reported significant improvements.41,53,55,57,65,68,71,72
Individuals with MS improved their balance in 14 of 16 (88%) studies,38,40,44,49,50,52,53,55,65,66,68–70,72 their walking and mobility in 10 of 12 (83%),38,49,51–53,55,65,69,71,72 and showed improvement in all interventions that measured cardiorespiratory capacity (3/3),52,65,72 musculoskeletal outcomes (4/4),38,51,52,69 and body composition (1/1). 52 Exergaming improved measures of physical activity in both interventions, but improved fatigue in only 3 of 7 (42%)65,66,68 and depression in 1 of 2 studies (50%). 51 Finally, individuals with MS reported an improved QOL in 6 of 8 (75%) interventions.53,55,65,68,71,72
Similarly, adults poststroke improved their balance in 7 of 10 (70%),36,37,42,46,58,59,73 walking/mobility 5 of 6 (83%),36,58,59,67,73 and in all studies measuring cardiorespiratory (3/3)56,58,61 or musculoskeletal (3/3) outcomes.60,61,67 Physical activity, depression, and QOL improved in 1 of 2 (50%), 56 1 of 1 (100%), 59 and 1 of 3 (33%) 41 studies, respectively.
Individuals with PD improved in balance (3/3)43,54,57 and walking/mobility (3/3),34,43,57 however, no cardiorespiratory improvements were reported (1/1). 54 Measured in only one study each, musculoskeletal, 43 fatigue, 54 and anxiety 34 outcomes improved. Finally, QOL improved in 1 of 3 (33%) interventions. 57
Adults with an SCI improved in all 3 studies that measured balance, walking, and mobility35,63,64; however, did not show improvement in cardiorespiratory 63 or QOL, 64 in one study each. Adults living with a TBI showed improvement to their balance and walking/mobility; however, each outcome is only supported by a single study. 62
Similarly, a single study demonstrated that individuals post-polio improved their balance, pain, and fatigue. 39 A single exergaming intervention that included multiple disability categories demonstrated improved balance, walking/mobility, and musculoskeletal outcomes. 47
Discussion
This scoping review focused on describing the characteristics of AVG interventions that aimed to improve health, secondary conditions, physical activity, and QOL outcomes for adults with neuromuscular conditions. After screening, this review included 40 studies between the years of 2010 and 2020 that met our eligibility criteria. Studies underrepresented a few disability groups (e.g., TBI, SCI, PD) and people with severe mobility limitation. Also, a smaller number of studies focused on secondary conditions, cardiorespiratory, musculoskeletal, metabolic, as well as physical activity outcomes.
These limitations in the existing AVG intervention literature can serve as a framework for designing and developing a future research agenda. In addition, 26 studies (65%) incorporated an RCT intervention design. The remaining studies used quasiexperimental designs or pre- and post-intervention designs without a comparison group (Table 1). These less rigorous designs may limit the potential translation of study findings into clinical practice. The following sections discuss major observations of this scoping review regarding intervention characteristics and targeted outcomes, in conjunction with recommendations for future AVG research that addresses gaps in the literature.
The majority of studies included in this review reported on adults with MS and stroke, and this is most likely due to the incidence rate of these conditions compared with other disability groups, such as Huntington's and post-polio. The study participants had mostly mild-to-moderate mobility disability who were able to play games in a standing position. This is not surprising because most commercially available games require the player to stand, which limits the options available to persons with neuromuscular conditions and other physical disabilities. Considering the nature of disability severity, there is a likelihood of excluding people with limited ability to stand or walk in utilizing AVG for exercise. 74 However, children and adults with cerebral palsy can achieve moderate-to-vigorous physical activity during AVG both in standing75,76 and seated 19 positions.
Recognizing the potential for AVG to elicit adequate exercise intensity among people with limited ability to stand, efforts have been made to adapt AVG for seated play such as an upper-extremity Dance, Dance Revolution gaming mat, 19 an adapted version of the Wii Fit balance board for seated players,18,77 and an adapted Wii gaming mat for seated play. 17 Adapted videogame controllers may also facilitate a higher dose of exercise training by increasing the amount of time a person with a disability is able to play by creating a game environment where an individual can play standing or sitting with minimal interruption to the experience.
The 2 most popular forms of AVG that were incorporated into interventions were Nintendo Wii and Xbox Kinect (83%), such as Wii Sports and Kinect Sports Rivals. The remaining studies used proprietary games not available to the public. Unfortunately, this may be problematic for future research because these two AVG devices have been discontinued (Nintendo Wii, October 2013 and Microsoft Kinect, October 2017) and may not be readily available or compatible with advancing technology. However, there is still potential to use AVG in future interventions by adapting technology and videogame controllers. The Microsoft Kinect device can still be used to control current PC games using applications such as the Flexible Action Articulating Skeletal Toolkit. 78 Recent studies have adapted AVG input devices or created adaptive controllers to incorporate physical activity into a wide array of sedentary videogames for PWD and provide more opportunities to include participants with less functional ability in future research.16–18,77,79
Our study findings indicated that the existing AVG studies have mainly targeted balance and mobility as primary health-related outcomes, and other important outcomes, such as changes in fitness and mitigation of secondary conditions, are vital to understanding AVG for PWD. While an increase in cardiorespiratory fitness was demonstrated for AVG among individuals with MS and stroke, other studies have shown that PWD can improve their cardiorespiratory capacity and increase their muscle strength with exercise training.79–82 Only one study reported a reduction in pain during AVG; however, research has demonstrated a reduction in pain with exercise training among PWD.83–86 Even though an increase in QOL and reduction in depression following an AVG intervention was reported for adults with MS, stroke, and Parkinson's (reduction in depression only), exercise training can improve QOL and reduce depression for other PWD.82,84,85,87–89 The use of AVG needs to be expanded beyond therapeutic use to facilitate improvement in physical fitness, functional ability, and QOL outcomes.
Among the studies reviewed, all but one reported a positive change in at least one of the outcomes assessed. Although there was a wide variation in the dose implemented within the interventions, 12 of the studies provided at least 150 minutes of activity per week. These parameters suggest that in some cases the dose of AVG is consistent with current physical activity guidelines. 6
The findings represent a promising potential to facilitate health-promoting activity that features AVG programming inclusive of people with mobility limitations; however, several trends emerged that future research should address. Researchers should include more underrepresented populations such as cerebral palsy, TBI, and SCI in AVG interventions. There exists a need for more AVG interventions to focus on physical activity and fitness improvements among PWD. In addition to using expert recommendations to dose an AVG intervention, efforts should be made by researchers to elicit appropriate exercise intensities in positions, such as sitting, that are inclusive to those with a mobility limitation. Because none of the included studies measured the participant's attitudes and perceptions of AVG, improvements can be made by surveying perceptions through focus groups and measuring task self-efficacy. Importantly, researchers can refine the AVG experience for PWD through usability testing and understanding the experience of the players themselves.
Study limitations
This review had some limitations. The summary characteristics of participant and study design are limited to people with mild-to-moderate disabilities because of a limitation of the trials themselves. The eligibility criteria of this study (adults ages between 18 and 64) may have limited the quantity of studies and underrepresented some disability groups that are prevalent in younger or older age groups. Many studies that examined AVG and Parkinson's were not included in the current review due to our exclusion of older adults (>64 years). In addition, studies with cerebral palsy were excluded as they typically included youth. We did not access methodological quality of each of the included studies in this review. Furthermore, the potential benefits of AVG on cognitive function for PWD are important to examine in future reviews.
Conclusions
This scoping review described the characteristics of AVG interventions over a 10-year period and illustrated that AVG can produce positive changes in functional ability, health, fitness, physical activity, secondary conditions, and QOL for PWD, specifically those with neuromuscular conditions. The review suggests there is a need to recruit more underrepresented disability groups and dedicate additional attention to examining the possible benefits of AVG on physical activity and fitness, secondary conditions (e.g., pain), and QOL. Future research should include AVG equipment that is commercially available or implement adaptive devices that can facilitate play for PWD that possess a limited ability to stand.
Footnotes
Acknowledgment
The authors would like to thank Megan Bell from the University of Alabama at Birmingham.
Disclaimer
The contents of this article do not necessarily represent the policy of the NIDILRR, ACL, and HHS, and endorsement by the Federal Government should not be assumed.
Author Disclosure Statement
No competing financial interests exist.
Funding Information
The contents of this article were developed under a Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People with Disabilities RecTech grant from the National Institute on Disability, Independent Living, and Rehabilitation Research (NIDILRR; grant numbers H133E120005 and 90REGE0002-01-00). The NIDILRR is a center within the Administration for Community Living (ACL), Department of Health and Human Services (HHS).
References
Supplementary Material
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