Documente Academic
Documente Profesional
Documente Cultură
Review
a r t i c l e
i n f o
Article history:
Available online 6 December 2013
Keywords:
Video game
Mental health
Therapeutics
Rehabilitation
Cognitive therapy
a b s t r a c t
Health professionals have used virtual reality as an aid for several types of treatment. Given that virtual
reality systems are expensive and not always available, a more accessible type of virtual reality technology is video games. The Nintendo Wii (NW) is a video game system that uses virtual reality technology,
as dened by Deutsch, Borbely, Filler, Huhn, and Guarrera-Bowlby (2008), which may be used for health
promotion. The Nintendo Wii also provides an opportunity for social interaction; thus, it is a promising
tool with great potential for the treatment of specic disorders.
The aim of this article is to evaluate the ways in which the Nintendo Wii has been used to treat specic
disorders or to promote cognitive or physical improvements through a review of the literature. The
results have shown that the NW is a potentially useful tool in some therapeutic treatments that can
be used with people of diverse social statuses and tastes. Despite the positive initial results, further studies are required to provide a better evaluation of video game usage in therapeutic programs.
2013 Elsevier Ltd. All rights reserved.
Contents
1.
2.
3.
4.
5.
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Results. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.1.
Self-image and avatars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.2.
Cerebro vascular accidents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.3.
Motor behavior . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.4.
Cognition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.5.
Rehabilitation of children and adolescents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.6.
Depression and sclerosis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
3.7.
Retirement homes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Conclusions. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Financial and competing interests disclosure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
1. Introduction
Virtual reality (VR) is dened as a type of interaction with a
computer that offers the user an experience that can be compared
Corresponding author. Address: Universidade Federal do Rio de janeiro,
Laboratrio de Pnico e Respirao, Rua Visconde de Piraja, 407/702, Rio de Janeiro,
RJ, CEP: 22410-003, Brazil. Tel.: +55 21 2521 6147; fax: +55 21 2523 6839.
E-mail address: tamiresmarinho@aol.com (T.M. Pessoa).
0747-5632/$ - see front matter 2013 Elsevier Ltd. All rights reserved.
http://dx.doi.org/10.1016/j.chb.2013.10.025
384
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2001). For occupational therapy, video games have been used for
the elderly in nursing homes, and studies have obtained excellent
results for increasing the quality of life and increasing the incentive
to drive (Hsu et al., 2011). As we can see, video games are used in
several areas of healthcare. The literature includes studies involving physical and mental health, and the results have been encouraging but are not yet conclusive. In recent years, the islands have
been updated and are accompanied by a wide range of games that
may be a good tool for both health professionals and the patients
themselves. With this in mind, we designed a study focused on
the Nintendo Wii, the rst console to have a technology similar
to virtual reality technology and to make the island more interactive. Because this technology has existed for several years, it offers
a wider range of games that can be used in healthcare, which is
why this review is focused on the Nintendo Wii.
2. Methods
This paper aims to assess, through a literature review, how the
NW has been used in different health contexts and with different
populations as an adjuvant the rapyor in innovative ways to contribute to the engagement of patients in practices that benet their
health status. To access anytype of NW use for health purposes, we
searched using the terms Nintendo Wii and Wii. Thus, any articles that existed in the databases regarding the NW were included.
There was no linguistic or temporal restriction on the literature
search. There was no population or design restriction for inclusion
of articles in this study. The inclusion criteria for the articles were
the discussion of any aspect related to mental health and the
involvement of the NW or its components. Research was conducted by two independent researchers in March 2013 using the
following databases: Web of Knowledge (ISI), PubMed and
Psycinfo.
These arch found 551 articles initially, and all were in English.
Cross-referencing was carried out to eliminate repetitions of articles found in multiple databases. Articles focusing on the following
subjects were excluded: accidental injuries generated by NW (16),
studies on aspects related to technology equipment (engineering
or development of parts) or marketing strategies, no relation with
the eld of health (8), software/hardware development (159) and
Fig. 1. Flowchart.
386
Table 1
Avatar.
Authors
(year)
Journal
N
(sample)
Main objective
Design
Participants
Jin (2009)
126
Jin (2010a,
2010b)
Jin (2010a,
2010b)
Jin and
Park
(2009)
Cyberpsychology Behavior
and Social Networking
Cyberpsychology Behavior
and Social Networking
Cyberpsychology & Behavior
76
Students, 84 females
and 42 males
Students, 50 females
and 26 males
Students, 39 females
and 19 males
Students, 36 females
and 24 males
58
60
387
Journal
Brown et al.
(2009)
Hurkmans
et al.
(2011)
Joo et al.
(2010)
Saposnik
et al.
(2010)
Mouawad
et al.
(2011)
International Journal of
Rehabilitation Research
Journal of
Neuroengineering and
Rehabilitation
Journal of Rehabilitation
Medicine
Stroke
N
(sample)
1
Main objective
Design
Participants
Case report
10
16
9
J Rehabil Med
Table 3
Motors Rahabilitation.
Authors (year)
Journal
N (sample)
Main objective
Design
Participants
Anderson et al.
(2010)
Clark and
Kraemer
(2009)
Clark et al.
(2010)
Dougherty
et al. (2011)
Fung et al.
(2010)
Clinical trial
Case report
Gait Posture
30
Mo Med
6380
Journal of
Neuroengineering
and Rehabilitation
Stud Health Technol
Inform.
17
Randomized clinical
trial
Randomized clinical
trial
Observational study
20
Randomized controlled
single blinded clinical
trial
Randomized controlled
trial with control group
Randomized clinical
trial
Observational study
Health Promot J
Austr.
Gil-Gomez
et al. (2011)
GonzalezFernandez
et al. (2010)
Gras et al.
(2009)
Higgins et al.
(2010)
Care staff
Kwok et al.
(2011)
Lange et al.
(2010)
Trials
53 centers for
the elderly
home
80
MartinMoreno
et al. (2008)
Roettger et al.
(2011)
Observational study
Dtsch. Z. Sportmed
29
Randomized clinical
trial
Healthy adults
Williams et al.
(2010)
21
Randomized clinical
trial
Yamada et al.
(2011)
Geriatr Nurs
45
Randomized controlled
trial with control
388
patients after brain injuries (Gil-Gomez et al., 2011; Gonzalez-Fernandez et al., 2010).
The authors describe eBaVir as safe and effective, and the results of this type of intervention were positive (Gil-Gomez et al.,
2011; Gonzalez-Fernandez et al., 2010) and corroborated the results of another study on balance improvement after a neurological
injury. Using the previously available software for the NW, the results were considered inconclusive, and they highlighted the
necessity of a game that would meet the specic needs of this population (Lange et al., 2010). The results with respect to balance
evaluation were inconsistent. Two studies (Clark et al., 2010; Yamada et al., 2011) indicated that NW usage in the clinic was useful
and appropriate; however, a third study (Martin-Moreno et al.,
2008) did not consider NW usage valid or reliable for balance
evaluation.
Studies off all risk evaluated 105 people over 60 years of age.
The results indicated a reduction in risk, but some authors suggested the necessity of further studies (Clark & Kraemer, 2009;
Dougherty et al., 2011; Kwok et al., 2011; Williams et al., 2010).
Postural stability and endurance were improved through the use
of the game Wii Sports for 15 min, three times per week for
6 weeks (Roettger et al., 2011).
Although we know that virtual environments simulate the real
world, we do not know how our brain reacts to the virtual environment. A study by Baumeister, Reinecke, Cordes, Lerch, and Weiss
(2010) measured cortical activity by comparing real-world and
simulated activities in the NW using electroencephalography
(EEG).
The study included 10 male golfers with an average experience
of 2.9 years and an average age of 26 years. All subjects were
healthy and did not use drugs. The study was conducted as follows:
when the participants arrived at the study site, the EEG electrodes
were placed on them, and they were asked to rest for 3 min. The
real-world activities were conducted outside the laboratory, with
a distance of 3 m between the participants and the target. On the
Wii, the distance was padronized without tracks, similar to the
real-world situation.
The results of this study (Baumeister et al., 2010) showed no
difference in cortical activity related to working memory during
the real and virtual activities. The virtual environment seemed to
require more neuronal resources, as is characteristic of a new
3.4. Cognition
Studies of cognition using the Nintendo Wii have focused on a
number of topics (Table 4).
Studies by Ackerman et al., 2010 presented attempts to delay
cognitive decline using the NW and considered the hypothesis that
adults who performed well in the video game would also perform
well in reading. For this research, the game Big Brain Academy
was used for a total of 20 h a month, with an equal amount of reading. The subjects included 78 adults with a mean age of 60.7 years
who were recruited through a newspaper advertisement.
It was observed that the use of the NW produced initial performance gains, followed by gains that became smaller with each session. Therefore, neither the Wii program nor the reading proved to
be effective in improving cognitive performance. Despite this result, Weybright, Dattilo, & Rusch, 2010 proposed the NW as a tool
for activity aimed at the elderly with mild cognitive impairment
using the bowling software and noted higher levels of affection
among the participants.
Quiroga et al. (2009) examined the relationship between intelligence and the use of video games. This study also used Big Brain
Academy in a format of two blocks of 50 challenges, every
15 days. All 27 subjects were psychology students and performed
the same sequence of challenges. The authors concluded that features of game-specic tasks inuenced the results, but good performance was not correlated with general intelligence in most of the
tasks.
Cherney and Poss (2008) performed a study comparing the difference in cognitive performance between men and women using
the NW in a population of 28 psychology students evenly divided
by gender between 19 and 24 years in age.
Four games were used: Racing Bird (a mini-game of the
Super Monkey Ball game), Banana Blitz, Red Steel and Number Ball. The study concluded that men have better visual and perceptual skills, while women have better motor learning skills.
Table 4
Cognitive.
Authors
(year)
Journal
N
(sample)
Main objective
Design
Participants
Ackerman
et al.
(2010)
Baumeister
et al.
(2010)
Chen et al.
(2010)
Cherney and
Poss
(2008)
Edwards
et al.
(2011)
Gamberini
et al.
(2010)
Quiroga
et al.
(2009)
Weybright
et al.
(2010)
Psychol Aging
78
Neurosci Lett.
10
Male golfers
Expert Syst.
Appl.
Psychological
Reports
28
Psychology students
Perceptual and
Motor Skills
19
Adults
Stud Health
Technol Inform.
20
Computers &
Education
27
Clinical trial
Therapeutic
Recreation
Journal
Students
389
used as a tool in occupational therapy for children with Down syndrome (Wuang, Chiang, Su, & Wang, 2011) and for children (Shih,
Shih, & Chiang, 2010) and adolescents (Shih, 2011 & Standen,
Camm, Battersby, Brown & Harrison) with multiple disabilities
(Table 5).
The rst (Levac et al., 2010) study reported the difference between movements of children with and without experience using
the NW. This study showed that the quantity of movement in children with more experience using the video game is greater; however, the quality of the movements did not differ between the
groups.
Cognitive rehabilitation using the NW was studied by Deutsch
et al. (2008). A 13-year-old with spastic diplegic cerebral palsy participated in 11 sessions of 6090 min each, using the game Wii
Sports over four weeks in addition to her routine therapies. The
outcome was evaluated using three parameters: postural control,
walk distance and visual processing and perception. The patient
showed a signicant improvement over a range of postural measures but had no signicant changes related to memory and visual
perception.
The NW was studied for the rehabilitation of sensory-motor
functions with 110 children with Down syndrome (Wuang et al.,
2011). In patients with multiple deciencies, a number of responses were observed: increased response to the virtual environment by body shaking (Shih, Chang, & Shih, 2010) and members
action (Shih et al., 2010); execution of simple tasks through
instructions transmitted through the video game (Shih, Chung,
Shih & Chen, 2011); accomplishment of simple physical activities
(Shih, 2011); lowering of hyperactive behavior (Shih, Yeh, Shih, &
Chang, 2011); and increased maintenance of head posture (Shih,
Shih & Shih, 2011). In all studies, a signicant increase in the target
response could be observed, but it should be noted that in all these
experiments, there was a software or hardware adaptation to better match this population.
With the same intention (Standen, Camm, Battersby, Brown, &
Harrison, 2011), a part of NWs hardware, the Nunchuck, was
used for the adaptation of standard control devices, such as com-
Table 5
Rehabilitation of children and adolescents.
Authors
(year)
Journal
Deutsch
et al.
(2008)
Levac
et al.
(2010)
Shih
(2011)
Physical
Therapy
Shih et al.
(2011)
Shih et al.
(2010)
Res Dev
Disabil.
Res Dev
Disabil.
Shih et al.
(2011)
Shih et al.
(2011)
Shih et al.
(2010)
Standen
et al.
(2011)
Wuang
et al.
(2011)
Res Dev
Disabil.
Res Dev
Disabil.
Res Dev
Disabil.
Computers
& Education
Human
Movement
Science
Res Dev
Disabil.
Res Dev
Disabil
N
(sample)
Main objective
Design
Participants
Case report
38
Randomized controlled
trial with two-group
comparison
23
105
390
Table 6
Sclerosis and Depression.
Authors
Journal
N
(sample)
3
30
19
Main objective
Design
Participants
Case report
Non- randomized
trial
Randomized
controlled trial
Community-dwelling older
adults
Table 7
Nursing home.
Authors
Journal
N
(sample)
Main objective
Design
Participants
Hsu et al.
(2011)
Yuen
et al.
(2011)
Physiother
Theory Pract
Lupus
34
15
puters for people with disabilities; however, studies with 23 people ranging from 17 to 21 years of age were unsuccessful due to
non-compliance with the use of the Nunchuck.
3.6. Depression and sclerosis
Three studies were found on depression and sclerosis, which are
shown in Table 6.
Depression is highly associated with negative health outcomes,
according to Rosenberg et al. (2010). Physical activities can improve depression, but adherence to the exercises can be difcult.
A 12-week intervention with the NW, with a 2024-week followup with 19 adults ranging from 63 to 94 years in age, showed a
reduction of the symptoms of depression and an improvement in
the quality of life and cognitive performance of the participants.
There was, however, no physical improvement related to quality
of life (Rosenberg et al., 2010).
Plow and Finlaysons (2011) studies analyzed the potential of
the game Wii Fit to increase physical activity in people with multiple sclerosis with an average age of 43 years, and Fenney and Lee
(2010) studied the ability of people with dementia to learn new
motor tasks in a 9-week intervention. The two studies detailed in
Table 7 showed improvements, and the evaluations indicated
greater physical balance and strength (Plow & Finlaysons, 2011).
The scores of procedural memory components also increased (Fenney & Lee, 2010).
3.7. Retirement homes
The NW has also been used with retirement home residents
(Hsu et al., 2011) and hospitalized patients (Yuen, Holthaus, Kamen, Sword, & Breland, 2011) (Table 7).
The results of the studies conducted in retirement homes suggest that activities with the NW were pleasant for the patients
and represented a signicant factor in the rehabilitation of the elderly; some studies also suggested that there are negative effects
on loneliness and the residents mood. The NW was also used over
three weeks for 15 patients admitted with a diagnosis of systemic
lupus erythematosus. All of the subjects were sedentary. Outcomes
included reduction in fatigue, lower levels of anxiety as well as
weight and waist circumference reduction (Yuen et al., 2011).
4. Discussion
In this review, it was found that the Nintendo Wii has been a
versatile tool for different healthcare treatments, and thus has
been distinguished from the earlier approaches commonly used
in health care. The professionals qualied the Nintendo Wii as
interactive, fun and useful for different ages; however, they also
indicated several challenges, particularly in the methodology of
the studies.
Some methodological aspects must be considered: there was no
uniformity in terms of the population ages and treatments for
which the NW was used, many studies did not use objective measures, and the studies were mostly on small populations. For this
reason, it was necessary to establish groups of studies that were
similar in the application of the NW, which, in this case, meant
establishing groups based on the type of population and the main
objective of the studies.
Furthermore, each study dened a different service protocol;
most used the NW as an adjunctive tool to conventional treatment,
with application of the NW one or two times a week. These studies
sought participants who had little or no experience with virtual
games so that previous experience was not a motivating factor.
With respect to the instruments of measurement, those used in
the majority of cases were questionnaires. Despite the advantages
of the low cost and rapid implementation of questionnaires, it was
difcult to compare the data from the questionnaires with that obtained using psychological tests, such as the Wisconsin-IV Test
(Deutsch et al., 2008), 5-DAT Numerical Reasoning Test, COGLAB-UAM Battery Test, Rotation of Solid Figures Test (Quiroga
et al., 2009), Test of Visual Perceptual Skills, and Preintervention
and Postintervention Measurements on the Posture Scale Analyzer
(PSA) (Deutsch et al., 2008). The psychological tests showed no
conclusive results with regards to the use of the NW, which may
be a result of the time required to obtain the variables during the
study.
In studies with patients after stroke, the energy expenditure
during NW activities was sufcient to maintain the health of patients. Although these activities can only be classied as mild or
moderate, the studies used anthropometric and physiological measures to measure increased activity and the promotion of a healthy
lifestyle among the patients after stroke (Hurkmans et al., 2011).
Thus, the results for this population were conrmed (Biddiss &
Irwin, 2010).
Physical activity can reduce depressive symptoms and improve
the quality of life of patients with various health conditions. The
use the NW encourages exercise at different levels of intensity,
depending on what software (game) is chosen for the activity,
making it accessible to various population demands and allowing
it to contribute to the reduction of depressive symptoms. Thus,
the NW can be used not only as an adjunct in the treatment of
depression but also as a prophylactic tool because the symptoms
of depression are associated with negative health (Rosenberg
et al., 2010). In studies involving depressive patients using the
NW, the patients were encouraged to enjoy some exercise and observe the reduction of their depressive symptoms; however, there
were no signicant improvements in the quality of life measures
for these patients.
Some games allow NW custom avatars that can be customized
according to the self-image of the player, inuencing the way in
which the avatar interacts with the game (Jin, 2010a, 2010b).
Although until now there are no studies using avatars in the NW
specically for the treatment of health, the studies on other interfaces using avatars have shown the potential use of the information provided to complement diagnosis and help to determine
treatments. The virtual social facilitation can also increase the
exercise effort of patients, which is very important in rehabilitation
programs.
The studies on using games for cognition were split among several objectives, which made it difcult to compare the results of
those studies. Some studies were not able to correlate any cognitive improvement, whereas other studies reported improvement
of visual learning and perceptual and motor skills, indicating that
the NW can be a good tool for teaching exercises. The studies also
indicated that the cognitive test showed good results using the NW
compared to non-digital evaluations. One of the advantages offered
by the NW is the access to a complementary tool for a low cost that
allows patients to perform cognitive tasks more often in their own
home, favoring the development or improvement of specic cognitive functions in pleasurable activities.
Studies of motor rehabilitation and balance were all successful
in the populations studied, showing that the Wii is a good alternative for the promotion of recovery. Practitioners also adopted the
NW for occupational therapy with good results, although the
way in which the NW was used differed in various studies. It can
be observed that the Nintendo Wii is used in various ways and,
despite the limitations mentioned, is a useful and easy tool for
therapeutic applications.
The results for the use of the NW were not homogeneous; however, they indicate the power of the NW as a motivational tool. The
NW possesses the characteristics necessary for use in healthcare,
both in rehabilitation and in the promotion of. As the NW is a relatively new tool, its potential uses are still beginning to be examined. Future studies with larger samples of specic populations,
better measurement tools with good psychometric properties
and even biological measurements as well as control groups are
important for providing evidence of the effectiveness of the NW
in different health contexts.
5. Conclusions
Used by many health professionals, virtual reality is an innovative and promising technology (Jin, 2009). Virtual reality through
video games is accessible, safe (Jin, 2010a, 2010b), realistic and
clinically practical (Jin, 2009). The NW can be employed by many
professionals and suitable to different clinical demands. Moreover,
because of its entertaining features, the NW sometimes makes
tasks pleasant that are normally regarded by patients as tiresome
391
or boring; this facilitates the adherence of patients to the recommended procedures. Thus, its ability to promote greater motivation
among patients can be considered a great advantage in using this
technology as a complement to conventional therapeutic
procedures.
The possibility of using this therapy in a home setting may lead
to more rapid therapeutic results. The patient could add the recommended practices to their life routine and, thus, have better compliance than if they were required to attend a health care facility
or other institution. The possibility of domestic practice also favors
those who, for whatever reason, have difculty leaving the home
environment.
Therapeutic exercises with the NW can be performed either
through the constant monitoring of health professionals or without
it, as homework, to complement the treatment implemented in the
conventional therapeutic environment. Use in the home setting
will require development and validation of additional therapeutic
protocols; these should take advantage of the positive motivational
aspects of the games to make the required tasks enjoyable, facilitating adherence to the protocols.
As a recent technology, developed less than 10 years ago, existing studies on the use of the NW are mostly case reports. However,
the results are promising and have shown great potential in the
clinical treatment of mood disorders and anxiety, improving the
quality of life and in maintaining the focus on rehabilitation of cognitive functions. With the increase of studies on the application of
the NW, and especially with the development of clinical trials to
evaluate the effectiveness of therapeutic video game programs,
the use of the NW may be expanded.
It is also worth mentioning that technological developments,
particularly relating to software, are continuous, and some programs are currently being developed specically for therapeutic
purposes. The investment in such software will facilitate the planning of protocols more suited to specic problems, increasing the
usability of the NW in both therapeutic and prophylactic
applications.
Thus, for all the features mentioned above, the NW shows a
high potential to become a tool of great utility for health
professionals.
Financial and competing interests disclosure
This study was supported by the National Institute for Translational Medicine (INCT-TM) and the Brazilian Council for Scientic
and Technological Development (CNPq). The authors have no other
relevant afliations or nancial involvement with any organization
or entity with a nancial interest in or nancial conict with the
subject matter or materials discussed in the manuscript apart from
those disclosed.
Writing assistance, provided by American Journal Experts, was
utilized in the production of this manuscript.
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