Literature DB >> 24662811

Gravity-supported exercise with computer gaming improves arm function in chronic stroke.

Kimberlee Jordan1, Michael Sampson2, Marcus King3.   

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.
Copyright © 2014 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

Entities:  

Keywords:  Rehabilitation; Stroke; Upper extremity

Mesh:

Year:  2014        PMID: 24662811     DOI: 10.1016/j.apmr.2014.02.028

Source DB:  PubMed          Journal:  Arch Phys Med Rehabil        ISSN: 0003-9993            Impact factor:   3.966


  7 in total

1.  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 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

Review 3.  Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review.

Authors:  Soheila Saeedi; Marjan Ghazisaeedi; Sorayya Rezayi
Journal:  J Healthc Eng       Date:  2021-09-14       Impact factor: 2.682

4.  Effects of Augmented Reality Interventions on the Function of Upper Extremity and Balance in Children With Spastic Hemiplegic Cerebral Palsy: A Randomized Clinical Trial.

Authors:  Wardah Hussain Malick; Rizwana Butt; Waqar Ahmed Awan; Muhammad Ashfaq; Qamar Mahmood
Journal:  Front Neurol       Date:  2022-06-21       Impact factor: 4.086

5.  A study of the effect of visual depth information on upper limb movement by use of measurement of smoothness.

Authors:  Norio Kato; Toshiaki Tanaka; Syunichi Sugihara; Koichi Shimizu; Nobuki Kudo
Journal:  J Phys Ther Sci       Date:  2016-04-28

6.  Reaching exercise for chronic paretic upper extremity after stroke using a novel rehabilitation robot with arm-weight support and concomitant electrical stimulation and vibration: before-and-after feasibility trial.

Authors:  Yumeko Amano; Tomokazu Noma; Seiji Etoh; Ryuji Miyata; Kentaro Kawamura; Megumi Shimodozono
Journal:  Biomed Eng Online       Date:  2020-05-06       Impact factor: 2.819

7.  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

  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.