Literature DB >> 22324473

Effects of a repetitive gaming intervention on upper extremity impairments and function in persons with chronic stroke: a preliminary study.

Stephanie A Combs1, Margaret A Finley, Maggie Henss, Stacy Himmler, Kelly Lapota, Danielle Stillwell.   

Abstract

PURPOSE: The purpose of this study was to examine the feasibility and effects of an upper extremity gaming system on impairments, activity and participation restrictions in persons with chronic stroke.
METHOD: Nine participants with chronic (5.4 SD 3 years after stroke) upper extremity impairment due to stroke completed 18 sessions over 6 weeks with the Hand Dance Pro™ gaming system that included trunk restraint. Measures collected at pretest and posttest included three-dimensional motion analysis of paretic upper extremity reaching, Wolf Motor Function Test (WMFT) and Stroke Impact Scale (SIS). Data were analyzed across time, with effect sizes (Cohen's d), and by categorizing participants with Fugl-Meyer Upper Extremity Motor Assessment scores (mild >50/66, moderate 26-50/66 and severe <26/66).
RESULTS: Statistically, significant improvements and medium-to-large effect sizes from pretest to posttest were found with ipsilateral reaching kinematic outcomes of movement duration, mean velocity and elbow excursion (p < 0.05). Participants with mild impairment demonstrated the greatest change in elbow excursion. No significant differences and small effect sizes were found for the WMFT and SIS.
CONCLUSION: The gaming intervention with high repetitions of reaching to targets and trunk restraint was feasible and led to improvements in upper extremity movement kinematics in this group of participants with chronic stroke.

Entities:  

Mesh:

Year:  2012        PMID: 22324473     DOI: 10.3109/09638288.2011.641660

Source DB:  PubMed          Journal:  Disabil Rehabil        ISSN: 0963-8288            Impact factor:   3.033


  6 in total

1.  Lee Silverman Voice Treatment BIG® for a Person With Stroke.

Authors:  Rachel M Proffitt; Whitney Henderson; Shea Scholl; Micaela Nettleton
Journal:  Am J Occup Ther       Date:  2018 Sep/Oct

2.  Therapeutic Uses of Active Videogames: A Systematic Review.

Authors:  Amanda E Staiano; Rachel Flynn
Journal:  Games Health J       Date:  2014-09-16

3.  Understanding upper extremity home programs and the use of gaming technology for persons after stroke.

Authors:  Elena V Donoso Brown; Brian J Dudgeon; Karli Gutman; Chet T Moritz; Sarah Westcott McCoy
Journal:  Disabil Health J       Date:  2015-03-21       Impact factor: 2.554

4.  In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming.

Authors:  Alexandra L Borstad; Roger Crawfis; Kala Phillips; Linda Pax Lowes; David Maung; Ryan McPherson; Amelia Siles; Lise Worthen-Chaudhari; Lynne V Gauthier
Journal:  J Patient Cent Res Rev       Date:  2018-01-30

5.  A Socially Assistive Robot for Stroke Patients: Acceptance, Needs, and Concerns of Patients and Informal Caregivers.

Authors:  Ayelet Dembovski; Yael Amitai; Shelly Levy-Tzedek
Journal:  Front Rehabil Sci       Date:  2022-01-25

6.  The effects of game-based virtual reality movement therapy plus mental practice on upper extremity function in chronic stroke patients with hemiparesis: a randomized controlled trial.

Authors:  Jin-Hyuck Park; Ji-Hyuk Park
Journal:  J Phys Ther Sci       Date:  2016-03-31
  6 in total

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