Kimberlee Jordan1, Michael Sampson2, Marcus King3. 1. Medical Device Technology, Callaghan Innovation, Christchurch, New Zealand. Electronic address: kimberlee.jordan@callaghaninnovation.govt.nz. 2. Burwood Academy of Independent Living, Christchurch, New Zealand. 3. Medical Device Technology, Callaghan Innovation, Christchurch, New Zealand.
Abstract
OBJECTIVE: To investigate the effect of 4 to 6 weeks of exergaming with a computer mouse embedded within an arm skate on upper limb function in survivors of chronic stroke. DESIGN: Intervention study with a 4-week postintervention follow-up. SETTING: In home. PARTICIPANTS: Survivors (N=13) of chronic (≥6 mo) stroke with hemiparesis of the upper limb with stable baseline Fugl-Meyer assessment scores received the intervention. One participant withdrew, and 2 participants were not reassessed at the 4-week follow-up. No participants withdrew as a result of adverse effects. INTERVENTION: Four to 6 weeks of exergaming using the arm skate where participants received either 9 (n=5) or 16 (n=7) hours of game play. MAIN OUTCOME MEASURE: Upper limb component of the Fugl-Meyer assessment. RESULTS: There was an average increase in the Fugl-Meyer upper limb assessment score from the beginning to end of the intervention of 4.9 points. At the end of the 4-week period after the intervention, the increase was 4.4 points. CONCLUSIONS: A 4- to 6-week intervention using the arm skate significantly improved arm function in survivors of chronic stroke by an average of 4.9 Fugl-Meyer upper limb assessment points. This research shows that a larger-scale randomized trial of this device is warranted and highlights the potential value of using virtual reality technology (eg, computer games) in a rehabilitation setting.
OBJECTIVE: To investigate the effect of 4 to 6 weeks of exergaming with a computer mouse embedded within an arm skate on upper limb function in survivors of chronic stroke. DESIGN: Intervention study with a 4-week postintervention follow-up. SETTING: In home. PARTICIPANTS: Survivors (N=13) of chronic (≥6 mo) stroke with hemiparesis of the upper limb with stable baseline Fugl-Meyer assessment scores received the intervention. One participant withdrew, and 2 participants were not reassessed at the 4-week follow-up. No participants withdrew as a result of adverse effects. INTERVENTION: Four to 6 weeks of exergaming using the arm skate where participants received either 9 (n=5) or 16 (n=7) hours of game play. MAIN OUTCOME MEASURE: Upper limb component of the Fugl-Meyer assessment. RESULTS: There was an average increase in the Fugl-Meyer upper limb assessment score from the beginning to end of the intervention of 4.9 points. At the end of the 4-week period after the intervention, the increase was 4.4 points. CONCLUSIONS: A 4- to 6-week intervention using the arm skate significantly improved arm function in survivors of chronic stroke by an average of 4.9 Fugl-Meyer upper limb assessment points. This research shows that a larger-scale randomized trial of this device is warranted and highlights the potential value of using virtual reality technology (eg, computer games) in a rehabilitation setting.
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