PURPOSE: Gaming is a meaningful occupation for 3.3 billion people worldwide and is also used for upper limb rehabilitation. Yet, little is known regarding the use of gaming as a meaningful occupation for people with upper limb impairment. This scoping review thus explored the use of gaming through an occupational lens. MATERIALS AND METHODS: This scoping review was conducted using the Arksey and O'Malley framework and Joanna Briggs Institute scoping review methodology and protocol template. Medline, CINAHL, IEEE Xplore and Embase were searched for studies that included gaming as an intervention for people with upper limb impairment. Studies exploring occupation, occupational engagement, activity or participation were included. RESULTS: = 150). Across the studies, 157 systems were used, ranging from dedicated rehabilitation robots to commercial gaming systems, and 85 different activity and participation outcome measures were reported. Qualitative studies reported themes of peer socialisation and perceived upper limb improvement that fostered gaming use. CONCLUSIONS: This review identified limited representation of gaming being utilised as a meaningful occupation for people with upper limb impairment. Given the importance of participating in meaningful occupations for people with upper limb disability, further research exploring the potential of gaming to promote occupational engagement is warranted.Implications for rehabilitationGaming could offer a meaningful occupation for people with upper limb impairment to enhance social connection and well-being in rehabilitation.Rehabilitation professionals should explore the role of gaming beyond therapeutic intervention, using outcome measures to assess occupational engagement.Research is needed to explore the long-term adoption and impact of gaming on participation.
Wanasili et al. (Sun,) studied this question.