Literature DB >> 24515927

Eliciting upper extremity purposeful movements using video games: a comparison with traditional therapy for stroke rehabilitation.

Debbie Rand1, Noa Givon2, Harold Weingarden3, Ayala Nota4, Gabi Zeilig3.   

Abstract

BACKGROUND: Video games have become popular in stroke rehabilitation; however, the nature of this intervention is not fully understood.
OBJECTIVES: To compare the number of (a) purposeful and nonpurposeful repetitions of the weaker upper extremity (UE) and (b) movement accelerations as assessed by accelerometer activity counts of the weaker and stronger UEs of individuals with chronic stroke while playing video games or participating in traditional therapy.
METHODS: Twenty-nine individuals (mean age 59 years, 1-7 years poststroke) took part in a group intervention of video -games (n = 15) or traditional therapy (n = 14) as part of a randomized controlled trial. During 1-2 sessions, participants were video-taped while wearing wrist accelerometers. Assessors counted the number of repetitions and classified movements as purposeful or nonpurposeful using videotapes. The weaker UE motor impairments were correlated to movement accelerations, to determine if participants were using their potential during the sessions.
RESULTS: Participants in the video game group performed a median of 271 purposeful movements and 37 970 activity counts compared to 48 purposeful movements and 14,872 activity counts in the traditional group (z = -3.0, P = .001 and z = -1.9, P = .05, respectively). Participants in the traditional group performed a median of 26 nonpurposeful (exercises) compared with 0 in the video game group (z = -4.2, P = .000). Strong significant correlations were found between the motor ability of the weak UE to repetitions of participants in both groups (r = .86, P < .01). Participants with higher motor ability performed more repetitions.
CONCLUSIONS: Video games elicited more UE purposeful repetitions and higher acceleration of movement compared with traditional therapy in individuals with chronic stroke.
© The Author(s) 2014.

Entities:  

Keywords:  chronic stroke; upper extremity; virtual reality

Mesh:

Year:  2014        PMID: 24515927     DOI: 10.1177/1545968314521008

Source DB:  PubMed          Journal:  Neurorehabil Neural Repair        ISSN: 1545-9683            Impact factor:   3.919


  20 in total

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3.  Is upper limb virtual reality training more intensive than conventional training for patients in the subacute phase after stroke? An analysis of treatment intensity and content.

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5.  Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis.

Authors:  Lynne V Gauthier; Chelsea Kane; Alexandra Borstad; Nancy Strahl; Gitendra Uswatte; Edward Taub; David Morris; Alli Hall; Melissa Arakelian; Victor Mark
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6.  Characteristics Associated with the Differential Activity of Nondominant and Dominant Affected Hands in Patients with Poststroke Right Hemiparesis.

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7.  A Method for Quantifying Upper Limb Performance in Daily Life Using Accelerometers.

Authors:  Catherine E Lang; Kimberly J Waddell; Joseph W Klaesner; Marghuretta D Bland
Journal:  J Vis Exp       Date:  2017-04-21       Impact factor: 1.424

8.  Effect of a four-week virtual reality-based training versus conventional therapy on upper limb motor function after stroke: A multicenter parallel group randomized trial.

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Review 9.  Virtual reality for stroke rehabilitation.

Authors:  Kate E Laver; Belinda Lange; Stacey George; Judith E Deutsch; Gustavo Saposnik; Maria Crotty
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10.  Investigating measures of intensity during a structured upper limb exercise program in stroke rehabilitation: an exploratory study.

Authors:  Louise A Connell; Naoimh E McMahon; Lisa A Simpson; Caroline L Watkins; Janice J Eng
Journal:  Arch Phys Med Rehabil       Date:  2014-06-16       Impact factor: 3.966

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