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  2. Virtual reality therapy - Wikipedia

    en.wikipedia.org/wiki/Virtual_reality_therapy

    Virtual reality therapy (VRT) was pioneered and originally termed by Max North documented by the first known publication (Virtual Environment and Psychological Disorders, Max M. North, and Sarah M. North, Electronic Journal of Virtual Culture, 2,4, July 1994), his doctoral VRT dissertation completion in 1995 (began in 1992), and followed with the first known published VRT book in 1996 (Virtual ...

  3. Technology in mental disorder treatment - Wikipedia

    en.wikipedia.org/wiki/Use_of_technology_in...

    The use of electronic and communication technologies as a therapeutic aid to healthcare practices is commonly referred to as telemedicine [1] or eHealth. [2] [3] [4] The use of such technologies as a supplement to mainstream therapies for mental disorders is an emerging mental health treatment field which, it is argued, could improve the accessibility, effectiveness and affordability of mental ...

  4. Telerehabilitation - Wikipedia

    en.wikipedia.org/wiki/Telerehabilitation

    Goal setting telerehabilitation has been shown to produce increased patient satisfaction and improvement in activities of daily living compared with a control group receiving no therapy. Virtual reality therapy involves the use of a sensor to detect movement and a virtual environment displayed on either a screen or headset.

  5. Older adults are surprisingly open to testing AI-generated ...

    www.aol.com/lifestyle/older-adults-surprisingly...

    The COVID-19 pandemic catalyzed digital adoption among older adults, many of whom had to turn to telehealth and other digital platforms for the first time to maintain essential services.

  6. Video game rehabilitation - Wikipedia

    en.wikipedia.org/wiki/Video_game_rehabilitation

    Video games are becoming an integral part of occupational therapy practice in acute, rehabilitation, and community settings. [1] The design for video games in rehabilitation is focused on a number of fundamental principles, such as reward, goals, challenge, and meaningful play.

  7. eHealth - Wikipedia

    en.wikipedia.org/wiki/EHealth

    The forced use of telehealth during the pandemic highlighted its strengths and weaknesses, which accelerated the progression of this medium. The user feedback on eHealth during the COVID-19 pandemic was very positive, and consequently many patients and healthcare providers reported that they will continue to use this method of healthcare ...