Literature DB >> 21914607

Use of computer games as an intervention for stroke.

Rachel M Proffitt1, Gazihan Alankus, Caitlin L Kelleher, Jack R Engsberg.   

Abstract

Current rehabilitation for persons with hemiparesis after stroke requires high numbers of repetitions to be in accordance with contemporary motor learning principles. The motivational characteristics of computer games can be harnessed to create engaging interventions for persons with hemiparesis after stroke that incorporate this high number of repetitions. The purpose of this case report was to test the feasibility of using computer games as a 6-week home therapy intervention to improve upper extremity function for a person with stroke. One person with left upper extremity hemiparesis after stroke participated in a 6-week home therapy computer game intervention. The games were customized to her preferences and abilities and modified weekly. Her performance was tracked and analyzed. Data from pre-, mid-, and postintervention testing using standard upper extremity measures and the Reaching Performance Scale (RPS) were analyzed. After 3 weeks, the participant demonstrated increased upper extremity range of motion at the shoulder and decreased compensatory trunk movements during reaching tasks. After 6 weeks, she showed functional gains in activities of daily living (ADLs) and instrumental ADLs despite no further improvements on the RPS. Results indicate that computer games have the potential to be a useful intervention for people with stroke. Future work will add additional support to quantify the effectiveness of the games as a home therapy intervention for persons with stroke.

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Mesh:

Year:  2011        PMID: 21914607     DOI: 10.1310/tsr1804-417

Source DB:  PubMed          Journal:  Top Stroke Rehabil        ISSN: 1074-9357            Impact factor:   2.119


  8 in total

1.  Considerations in the efficacy and effectiveness of virtual reality interventions for stroke rehabilitation: moving the field forward.

Authors:  Rachel Proffitt; Belinda Lange
Journal:  Phys Ther       Date:  2014-10-24

2.  Home-based technologies for stroke rehabilitation: A systematic review.

Authors:  Yu Chen; Kingsley Travis Abel; John T Janecek; Yunan Chen; Kai Zheng; Steven C Cramer
Journal:  Int J Med Inform       Date:  2018-12-11       Impact factor: 4.046

Review 3.  Technology-Based Compensation Assessment and Detection of Upper Extremity Activities of Stroke Survivors: Systematic Review.

Authors:  Xiaoyi Wang; Yan Fu; Bing Ye; Jessica Babineau; Yong Ding; Alex Mihailidis
Journal:  J Med Internet Res       Date:  2022-06-13       Impact factor: 7.076

Review 4.  Upper Limb Home-Based Robotic Rehabilitation During COVID-19 Outbreak.

Authors:  Hemanth Manjunatha; Shrey Pareek; Sri Sadhan Jujjavarapu; Mostafa Ghobadi; Thenkurussi Kesavadas; Ehsan T Esfahani
Journal:  Front Robot AI       Date:  2021-05-24

Review 5.  The use of electronic games in therapy: a review with clinical implications.

Authors:  H Lynn Horne-Moyer; Brian H Moyer; Drew C Messer; Elizabeth S Messer
Journal:  Curr Psychiatry Rep       Date:  2014-12       Impact factor: 5.285

Review 6.  What is the impact of user affect on motor learning in virtual environments after stroke? A scoping review.

Authors:  Nina Rohrbach; Emily Chicklis; Danielle Elaine Levac
Journal:  J Neuroeng Rehabil       Date:  2019-06-27       Impact factor: 4.262

7.  Using Free Internet Videogames in Upper Extremity Motor Training for Children with Cerebral Palsy.

Authors:  Marisa Sevick; Elizabeth Eklund; Allison Mensch; Matthew Foreman; John Standeven; Jack Engsberg
Journal:  Behav Sci (Basel)       Date:  2016-06-07

8.  Perseverance with technology-facilitated home-based upper limb practice after stroke: a systematic mixed studies review.

Authors:  Bridee A Neibling; Sarah M Jackson; Kathryn S Hayward; Ruth N Barker
Journal:  J Neuroeng Rehabil       Date:  2021-02-24       Impact factor: 4.262

  8 in total

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