Literature DB >> 22773264

Participant perceptions of use of CyWee Z as adjunct to rehabilitation of upper-limb function following stroke.

Leigh A Hale1, Jessica A Satherley, Nicole J McMillan, Stephan Milosavljevic, Juha M Hijmans, Marcus J King.   

Abstract

This article reports on the perceptions of 14 adults with chronic stroke who participated in a pilot study to determine the utility, acceptability, and potential efficacy of using an adapted CyWee Z handheld game controller to play a variety of computer games aimed at improving upper-limb function. Four qualitative in-depth interviews and two focus groups explored participant perceptions. Data were thematically analyzed with the general inductive approach. Participants enjoyed playing the computer games with the technology. The perceived benefits included improved upper-limb function, concentration, and balance; however, six participants reported shoulder and/or arm pain or discomfort, which presented while they were engaged in play but appeared to ease during rest. Participants suggested changes to the games and provided opinions on the use of computer games in rehabilitation. Using an adapted CyWee Z controller and computer games in upper-limb rehabilitation for people with chronic stroke is an acceptable and potentially beneficial adjunct to rehabilitation. The development of shoulder pain was a negative side effect for some participants and requires further investigation.

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Year:  2012        PMID: 22773264     DOI: 10.1682/jrrd.2001.04.0070

Source DB:  PubMed          Journal:  J Rehabil Res Dev        ISSN: 0748-7711


  4 in total

1.  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

Review 2.  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

3.  The efficacy of balance training with video game-based therapy in subacute stroke patients: a randomized controlled trial.

Authors:  Giovanni Morone; Marco Tramontano; Marco Iosa; Jacob Shofany; Antonella Iemma; Massimo Musicco; Stefano Paolucci; Carlo Caltagirone
Journal:  Biomed Res Int       Date:  2014-05-05       Impact factor: 3.411

4.  Virtual Reality Games as an Adjunct in Improving Upper Limb Function and General Health among Stroke Survivors.

Authors:  Mohd Azzuan Ahmad; Devinder Kaur Ajit Singh; Nor Azlin Mohd Nordin; Khor Hooi Nee; Norliza Ibrahim
Journal:  Int J Environ Res Public Health       Date:  2019-12-16       Impact factor: 3.390

  4 in total

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