Mei-Hsiang Chen1, Lan-Ling Huang2, Chang-Franw Lee3, Ching-Lin Hsieh4, Yu-Chao Lin5, Hsiuchih Liu6, Ming-I Chen6, Wen-Shian Lu1. 1. School of Occupational Therapy, Chung Shan Medical University and Occupational therapy Room, Chung Shan Medical University Hospital, Taiwan. 2. Graduate School of Design, National Yunlin University of Science and Technology, Taiwan Adjunct assistant professor, Department of Industrial Design, Da-Yeh University, Taiwan Lanlingh@gmail.com. 3. Graduate School of Design, National Yunlin University of Science and Technology, Taiwan. 4. School of Occupational Therapy College of Medicine, National Taiwan University, Taiwan. 5. Department of Business Management, National United University, Taiwan. 6. Occupational Therapy Room, Chung Shan Medical University Hospital, Taiwan.
Abstract
OBJECTIVES: To investigate the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke in order to inform future sample size and study design. DESIGN: A controlled clinical trial design using sequential allocation into groups. SETTING: A clinical occupational therapy department. SUBJECTS:Twenty-four first-stroke patients. INTERVENTIONS: Patients were assigned to one of three groups: conventional group, Wii group, and XaviX group. In addition to regular one-hour conventional rehabilitation, each group received an additional half-hour of upper extremity exercises via conventional devices, Wii games, or XaviX games, for eight weeks. MAIN MEASURES: The Fugl-Meyer Assessment of motor function, Box and Block Test of Manual Dexterity, Functional Independence Measure, and upper extremity range of motion were used at baseline and postintervention. Also, a questionnaire was used to assess motivation and enjoyment. RESULTS: The effect size of differences in change scores between the Wii and conventional groups ranged from 0.71 (SD 0.59) to 0.28 (SD 0.58), on the Fugl-Meyer Assessment of motor function (d = 0.74) was larger than that between the XaviX and conventional groups, ranged from 0.44 (SD 0.49) to 0.28 (SD 0.58) (d = 0.30). Patient enjoyment was significantly greater in the video game groups (Wii mean 4.25, SD 0.89; XaviX mean 4.38, SD 0.52) than in the conventional group (mean 2.25, SD 0.89, F = 18.55, p < 0.001), but motivation was not significantly different across groups. CONCLUSION: Patients were positive to using video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study.
RCT Entities:
OBJECTIVES: To investigate the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke in order to inform future sample size and study design. DESIGN: A controlled clinical trial design using sequential allocation into groups. SETTING: A clinical occupational therapy department. SUBJECTS: Twenty-four first-strokepatients. INTERVENTIONS:Patients were assigned to one of three groups: conventional group, Wii group, and XaviX group. In addition to regular one-hour conventional rehabilitation, each group received an additional half-hour of upper extremity exercises via conventional devices, Wii games, or XaviX games, for eight weeks. MAIN MEASURES: The Fugl-Meyer Assessment of motor function, Box and Block Test of Manual Dexterity, Functional Independence Measure, and upper extremity range of motion were used at baseline and postintervention. Also, a questionnaire was used to assess motivation and enjoyment. RESULTS: The effect size of differences in change scores between the Wii and conventional groups ranged from 0.71 (SD 0.59) to 0.28 (SD 0.58), on the Fugl-Meyer Assessment of motor function (d = 0.74) was larger than that between the XaviX and conventional groups, ranged from 0.44 (SD 0.49) to 0.28 (SD 0.58) (d = 0.30). Patient enjoyment was significantly greater in the video game groups (Wii mean 4.25, SD 0.89; XaviX mean 4.38, SD 0.52) than in the conventional group (mean 2.25, SD 0.89, F = 18.55, p < 0.001), but motivation was not significantly different across groups. CONCLUSION:Patients were positive to using video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study.
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