Literature DB >> 27008348

Use of the Xbox Kinect virtual gaming system to improve gait, postural control and cognitive awareness in an individual with Progressive Supranuclear Palsy.

Bryant Seamon1, Meredith DeFranco2, Mary Thigpen3.   

Abstract

PURPOSE: The purpose of this report is to describe an intervention using the Xbox Kinect virtual gaming system to improve gait, postural control and cognitive awareness in order to reduce falls and improve the quality of life for an individual with Progressive Supranuclear Palsy.
METHODS: A 65-year-old woman with a five-year history of PSP and frequent falls presented for physical therapy. Her case was complicated by poor ability to visually track objects, axial rigidity, retropulsion, poor postural control with reaching and declines in cognitive awareness. Intervention was provided using the Xbox Kinect for 12 one-hour sessions over six weeks in an outpatient setting. Games were selected to challenge functional motor and cognitive tasks based on patient enjoyment.
RESULTS: The Xbox Kinect intervention may have contributed to a decline in falls and maintenance of scores on the BBS, TUG and 10 Meter Walk Tests above fall risk values. A decline in quality of life measures, PDQ-39 and FFABQ, may be attributed to an increase in cognitive awareness of deficits promoted by the intervention structure.
CONCLUSION: Implementation of a gaming intervention using the Xbox Kinect is feasible for reducing fall risk, maintaining function and improving cognitive awareness when used in an outpatient setting. Implications for Rehabilitation Progressive Supranuclear Palsy is a rare and rapidly progressive neurodegenerative disease wherethere is a lack of long-term rehabilitation options to help slow their rapid progressions. Our case demonstrates the feasibility of an intervention using a virtual gaming system to helpmaintain functional mobility, balance and independence for an individual with PSP. Collaborative interactions between game companies and physical therapists will improve theability of virtual games to address rehabilitation goals within neurodegenerative populations.

Entities:  

Keywords:  Exercise prescription; Xbox Kinect; fall prevention; intervention; neurodegenerative diseases; physical therapy

Mesh:

Year:  2016        PMID: 27008348     DOI: 10.3109/09638288.2016.1160444

Source DB:  PubMed          Journal:  Disabil Rehabil        ISSN: 0963-8288            Impact factor:   3.033


  4 in total

1.  Using Xbox kinect motion capture technology to improve clinical rehabilitation outcomes for balance and cardiovascular health in an individual with chronic TBI.

Authors:  Shane Chanpimol; Bryant Seamon; Haniel Hernandez; Michael Harris-Love; Marc R Blackman
Journal:  Arch Physiother       Date:  2017-05-31

2.  Feasibility of Kinect-Based Games for Balance Rehabilitation: A Case Study.

Authors:  Ines Ayed; Adel Ghazel; Antoni Jaume-I-Capó; Gabriel Moya-Alcover; Javier Varona; Pau Martínez-Bueso
Journal:  J Healthc Eng       Date:  2018-07-09       Impact factor: 2.682

3.  Exercise and physical activity for people with Progressive Supranuclear Palsy: a systematic review.

Authors:  Susan C Slade; David I Finkelstein; Jennifer L McGinley; Meg E Morris
Journal:  Clin Rehabil       Date:  2019-09-27       Impact factor: 3.477

4.  Exercise and Progressive Supranuclear Palsy: the need for explicit exercise reporting.

Authors:  Susan C Slade; Martin Underwood; Jennifer L McGinley; Meg E Morris
Journal:  BMC Neurol       Date:  2019-11-29       Impact factor: 2.474

  4 in total

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