Literature DB >> 25322868

A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke.

Mei-Hsiang Chen1, Lan-Ling Huang2, Chang-Franw Lee3, Ching-Lin Hsieh4, Yu-Chao Lin5, Hsiuchih Liu6, Ming-I Chen6, Wen-Shian Lu1.   

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.
© The Author(s) 2014.

Entities:  

Keywords:  Commercial video game; stroke; upper extremity rehabilitation

Mesh:

Year:  2014        PMID: 25322868     DOI: 10.1177/0269215514554115

Source DB:  PubMed          Journal:  Clin Rehabil        ISSN: 0269-2155            Impact factor:   3.477


  8 in total

1.  Mobile Game-based Virtual Reality Program for Upper Extremity Stroke Rehabilitation.

Authors:  Yoon-Hee Choi; Nam-Jong Paik
Journal:  J Vis Exp       Date:  2018-03-08       Impact factor: 1.355

2.  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

Review 3.  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 4.  Examining the effectiveness of virtual, augmented, and mixed reality (VAMR) therapy for upper limb recovery and activities of daily living in stroke patients: a systematic review and meta-analysis.

Authors:  Sze Chit Leong; Yuk Ming Tang; Fong Mei Toh; Kenneth N K Fong
Journal:  J Neuroeng Rehabil       Date:  2022-08-24       Impact factor: 5.208

5.  What do randomized controlled trials say about virtual rehabilitation in stroke? A systematic literature review and meta-analysis of upper-limb and cognitive outcomes.

Authors:  Anna Aminov; Jeffrey M Rogers; Sandy Middleton; Karen Caeyenberghs; Peter H Wilson
Journal:  J Neuroeng Rehabil       Date:  2018-03-27       Impact factor: 4.262

6.  Usability Test of Exercise Games Designed for Rehabilitation of Elderly Patients After Hip Replacement Surgery: Pilot Study.

Authors:  Yun Ling; Louis P Ter Meer; Zerrin Yumak; Remco C Veltkamp
Journal:  JMIR Serious Games       Date:  2017-10-12       Impact factor: 4.143

7.  Effects of Video-Game Based Therapy on Balance, Postural Control, Functionality, and Quality of Life of Patients with Subacute Stroke: A Randomized Controlled Trial.

Authors:  María José Cano-Mañas; Susana Collado-Vázquez; Javier Rodríguez Hernández; Antonio Jesús Muñoz Villena; Roberto Cano-de-la-Cuerda
Journal:  J Healthc Eng       Date:  2020-02-13       Impact factor: 2.682

8.  Effects of Virtual Reality-Based Therapy on Quality of Life of Patients with Subacute Stroke: A Three-Month Follow-Up Randomized Controlled Trial.

Authors:  Marta Rodríguez-Hernández; Juan-José Criado-Álvarez; Ana-Isabel Corregidor-Sánchez; José L Martín-Conty; Alicia Mohedano-Moriano; Begoña Polonio-López
Journal:  Int J Environ Res Public Health       Date:  2021-03-10       Impact factor: 3.390

  8 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.