Literature DB >> 25634339

Commercial gaming devices for stroke upper limb rehabilitation: a survey of current practice.

Katie Thomson1, Alex Pollock1, Carol Bugge2, Marian C Brady1.   

Abstract

PURPOSE: Stroke upper limb impairment is associated with disability in activities of daily living. Gaming (Nintendo Wii) is being introduced to rehabilitation despite limited evidence regarding effectiveness. Little data exists on how gaming is implemented resulting in a lack of clinical information. We aimed to gather therapists' opinions on gaming.
METHODS: A survey was posted to therapists, identified from stroke services across Scotland. A second survey was posted to non-responders. Survey data were analysed using descriptive statistics and thematic coding.
RESULTS: Surveys were sent to 127 therapists (70 stroke services) and returned by 88% (112/127). Gaming was used by 18% of therapists, 61% (68/112) stated they would use this intervention should equipment be available. The most commonly used device was Nintendo Wii (83% of therapists using gaming) for 30 min or less once or twice per week. Half of therapists (51%) reported observing at least one adverse event, such as fatigue, stiffness or pain. Gaming was reported to be enjoyable but therapists described barriers, which relate to time, space and cost.
CONCLUSIONS: Gaming is used by almost a fifth of therapists. Adverse events were reported by 51% of therapists; this should be considered when recommending use and dosage. Implications for Rehabilitation Commercial gaming devices are reported to be used by 1/5th of therapists for stroke upper limb rehabilitation, 3/5ths would use gaming if available. Adverse events were reported by 51% of therapists; this should be considered when recommending use and dosage. Current use of gaming in practice may not be achieving intense and repetitive upper limb task-specific practice.

Entities:  

Keywords:  Gaming; rehabilitation; stroke; survey; upper limb

Mesh:

Year:  2015        PMID: 25634339     DOI: 10.3109/17483107.2015.1005031

Source DB:  PubMed          Journal:  Disabil Rehabil Assist Technol        ISSN: 1748-3107


  7 in total

Review 1.  Barriers, Facilitators and Interventions to Support Virtual Reality Implementation in Rehabilitation: A Scoping Review.

Authors:  Stephanie Miranda Nadine Glegg; Danielle Elaine Levac
Journal:  PM R       Date:  2018-11       Impact factor: 2.298

2.  Patient Engagement Is Related to Impairment Reduction During Digital Game-Based Therapy in Stroke.

Authors:  David Putrino; Helma Zanders; Taya Hamilton; Avrielle Rykman; Peter Lee; Dylan J Edwards
Journal:  Games Health J       Date:  2017-09-14

3.  A focus group study of therapists' views on using a novel neuroanimation virtual reality game to deliver intensive upper-limb rehabilitation early after stroke.

Authors:  Rachel C Stockley; Danielle L Christian
Journal:  Arch Physiother       Date:  2022-06-15

Review 4.  Stroke Rehabilitation Using Virtual Environments.

Authors:  Michael J Fu; Jayme S Knutson; John Chae
Journal:  Phys Med Rehabil Clin N Am       Date:  2015-08-01       Impact factor: 1.784

5.  Democratizing Neurorehabilitation: How Accessible are Low-Cost Mobile-Gaming Technologies for Self-Rehabilitation of Arm Disability in Stroke?

Authors:  Paul Rinne; Michael Mace; Tagore Nakornchai; Karl Zimmerman; Susannah Fayer; Pankaj Sharma; Jean-Luc Liardon; Etienne Burdet; Paul Bentley
Journal:  PLoS One       Date:  2016-10-05       Impact factor: 3.240

6.  Self-Directed Exergaming for Stroke Upper Limb Impairment Increases Exercise Dose Compared to Standard Care.

Authors:  Michelle Broderick; Leeza Almedom; Etienne Burdet; Jane Burridge; Paul Bentley
Journal:  Neurorehabil Neural Repair       Date:  2021-08-27       Impact factor: 3.919

7.  Commercial gaming devices for stroke upper limb rehabilitation: The stroke survivor experience.

Authors:  Katie Thomson; Alex Pollock; Carol Bugge; Marian C Brady
Journal:  J Rehabil Assist Technol Eng       Date:  2020-05-13
  7 in total

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