Literature DB >> 25212521

Patients' use of a home-based virtual reality system to provide rehabilitation of the upper limb following stroke.

Penny J Standen1, Kate Threapleton2, Louise Connell3, Andy Richardson4, David J Brown5, Steven Battersby6, Catherine Jane Sutton7, Fran Platts8.   

Abstract

BACKGROUND: A low-cost virtual reality system that translates movements of the hand, fingers, and thumb into game play was designed to provide a flexible and motivating approach to increasing adherence to home-based rehabilitation.
OBJECTIVE: Effectiveness depends on adherence, so did patients use the intervention to the recommended level? If not, what reasons did they give? The purpose of this study was to investigate these and related questions.
DESIGN: A prospective cohort study, plus qualitative analysis of interviews, was conducted.
METHODS: Seventeen patients recovering from stroke recruited to the intervention arm of a feasibility trial had the equipment left in their homes for 8 weeks and were advised to use it 3 times a day for periods of no more than 20 minutes. Frequency and duration of use were automatically recorded. At the end of the intervention, participants were interviewed to determine barriers to using it in the recommended way.
RESULTS: Duration of use and how many days they used the equipment are presented for the 13 participants who successfully started the intervention. These figures were highly variable and could fall far short of our recommendations. There was a weak positive correlation between duration and baseline reported activities of daily living. Participants reported lack of familiarity with technology and competing commitments as barriers to use, although they appreciated the flexibility of the intervention and found it motivating. LIMITATIONS: The small sample size limits the conclusions that can be drawn.
CONCLUSIONS: Level of use is variable and can fall far short of recommendations. Competing commitments were a barrier to use of the equipment, but participants reported that the intervention was flexible and motivating. It will not suit everyone, but some participants recorded high levels of use. Implications for practice are discussed.
© 2015 American Physical Therapy Association.

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Year:  2014        PMID: 25212521     DOI: 10.2522/ptj.20130564

Source DB:  PubMed          Journal:  Phys Ther        ISSN: 0031-9023


  20 in total

1.  Autonomous Use of the Home Virtual Rehabilitation System: A Feasibility and Pilot Study.

Authors:  Gerard G Fluet; Qinyin Qiu; Jigna Patel; Amanda Cronce; Alma S Merians; Sergei V Adamovich
Journal:  Games Health J       Date:  2019-12

2.  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

3.  Proof of Concept for the Use of Immersive Virtual Reality in Upper Limb Rehabilitation of Multiple Sclerosis Patients.

Authors:  Rachel-Anne Hollywood; Matthieu Poyade; Lorna Paul; Amy Webster
Journal:  Adv Exp Med Biol       Date:  2022       Impact factor: 2.622

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.  Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation.

Authors:  Mónica S Cameirão; Asim Smailagic; Guangyao Miao; Dan P Siewiorek
Journal:  J Neuroeng Rehabil       Date:  2016-02-27       Impact factor: 4.262

6.  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.

Authors:  Iris Brunner; Jan Sture Skouen; Håkon Hofstad; Jörg Aßmuss; Frank Becker; Hanne Pallesen; Liselot Thijs; Geert Verheyden
Journal:  BMC Neurol       Date:  2016-11-11       Impact factor: 2.474

7.  Exergames Encouraging Exploration of Hemineglected Space in Stroke Patients With Visuospatial Neglect: A Feasibility Study.

Authors:  Bernadette C Tobler-Ammann; Elif Surer; Eling D de Bruin; Marco Rabuffetti; N Alberto Borghese; Renato Mainetti; Michele Pirovano; Lia Wittwer; Ruud H Knols
Journal:  JMIR Serious Games       Date:  2017-08-25       Impact factor: 4.143

8.  Feasibility study into self-administered training at home using an arm and hand device with motivational gaming environment in chronic stroke.

Authors:  Sharon M Nijenhuis; Gerdienke B Prange; Farshid Amirabdollahian; Patrizio Sale; Francesco Infarinato; Nasrin Nasr; Gail Mountain; Hermie J Hermens; Arno H A Stienen; Jaap H Buurke; Johan S Rietman
Journal:  J Neuroeng Rehabil       Date:  2015-10-09       Impact factor: 4.262

9.  Self-directed arm therapy at home after stroke with a sensor-based virtual reality training system.

Authors:  Frieder Wittmann; Jeremia P Held; Olivier Lambercy; Michelle L Starkey; Armin Curt; Raphael Höver; Roger Gassert; Andreas R Luft; Roman R Gonzenbach
Journal:  J Neuroeng Rehabil       Date:  2016-08-11       Impact factor: 4.262

10.  A low cost virtual reality system for home based rehabilitation of the arm following stroke: a randomised controlled feasibility trial.

Authors:  P J Standen; K Threapleton; A Richardson; L Connell; D J Brown; S Battersby; F Platts; A Burton
Journal:  Clin Rehabil       Date:  2016-07-10       Impact factor: 3.477

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