Ganjiwale Deepak et al.; International Journal of Advance Research, Ideas and Innovations in Technology © 2019, www.IJARIIT.com All Rights Reserved Page | 302 ISSN: 2454-132X Impact factor: 4.295 (Volume 5, Issue 1) Available online at: www.ijariit.com Occupational therapy rehabilitation and video gaming for hand injury Deepak Ganjiwale ananddeep123@gmail.com KM Patel Institute of Physiotherapy, Karamsad, Anand, Gujarat Ranjit Pathak ranjitpathak1981@gmail.com Post Graduate Institute of Medical Education and Research, Chandigarh Amitabh Dwivedi akdwivedi123@yahoo.com Jaipur Occupational Therapy College, Jaipur, Khorameena, Rajasthan ABSTRACT Neurological and musculoskeletal injuries may cause impairment of the upper extremity functions. There is significant evidence that physical training improves skills and reduces disability. However, these approaches typically require extreme dedication and are often repetitive and boring. Several studies have provided preliminary descriptions of the benefits of virtual reality and video games in rehabilitation training but most have demonstrated this through high cost video game like Wii and others. The current study taken up to find if low cost, modified games. Objective: To document the improvement in the range of motion of hand and the make the patient functionally independent through use of the modified video gaming. Methodology: The participant in this study would be all adults and children above the age 3 years, with limited wrist movements. The participants will be randomly assigned to the two groups. The video gaming will be administered in the intervention group in addition to the conventional treatment while the control group will be getting only the conventional treatment. Result and conclusion: improvement in conventional and experimental group equally in their range of motion and functional independency level. Interesting way of the therapy methods is important for improving the patients faster. interactive methods or gamin would be the best methods for rehabilitation of hand injury patients low cost video gaming methods would be the good option in rural area where the costly therapy center would not possible to set. KeywordsVideo game, Occupational Theapy 1. INTRODUCTION Neurological and musculoskeletal injuries may cause impairment of the upper extremity functions. There is significant evidence that physical training improves skills and reduces disability. However, these approaches typically require extreme dedication and are often repetitive and boring. Several studies have provided preliminary descriptions of the benefits of virtual reality and video games in rehabilitation training but most have demonstrated this through high cost video game like Wii and others. The current study taken up to find if low cost, modified games. [1,2,3] 2. MATERIALS AND METHODS All (adult and children above age 5 years) patients visiting in occupational therapy unit with limited shoulder, elbow and wrist movement will be included in the study. Inclusion and exclusion criteria: Patients with total paralysis will be excluded from the study. Patients with severe pain in shoulder/ elbow/ wrist joints will be excluded. The participant fulfilling inclusion-exclusion criteria were explained about the study. Written informed consent was obtained from the participants. All the participants were taken for the conventional therapy for first 15 minutes and then were made to play video game for next 15 minutes every day, 6 days a week for 2 weeks. All the participants were given the same video game with the use of the modified joy stick. The game used for therapy was ‘CARS’. As the game’s rating is E 10+, it is non-violence, interesting and animated game such that it can be used by all the patients without any problems. The participant in this study was all adults with limited wrist and hand function. The range of motion and hand power were checked by the use of Goniometer and JAMER hand dynamometer. The entire participant was given the same video game with the use of the modified joy stick. All the participants received 15 half-hour therapy sessions,