Literature DB >> 30781936

Comparison of Kinect2Scratch game-based training and therapist-based training for the improvement of upper extremity functions of patients with chronic stroke: a randomized controlled single-blinded trial.

Jen-Wen Hung1,2, Chiung-Xia Chou3, Yao-Jen Chang4, Ching-Yi Wu5,6,7, Ku-Chou Chang8,9, Wen-Chi Wu3, Stephen Howell10.   

Abstract

BACKGROUND: Virtual reality and interactive video games could decrease the demands on the time of the therapists. However, the cost of a virtual reality system and the requirement for technical support limits the availability of these systems. Commercial exergames are not specifically designed for therapeutic use, most patients with hemiplegic stroke are either too weak to play the games or develop undesirable compensatory movements. AIM: To develop Kinect2Scratch games and compare the effects of training with therapist-based training on upper extremity (UE) function of patients with chronic stroke.
DESIGN: A randomized controlled single-blinded trial.
SETTING: An outpatient rehabilitation clinic of a tertiary hospital. POPULATION: Thirty-three patients with chronic hemiplegic stroke.
METHODS: We developed 8 Kinect2Scratch games. The participants were randomly assigned to either a Kinect2Scratch game group or a therapist-based training group. The training comprised 24 sessions of 30 minutes over 12 weeks. The primary outcome measure was the Fugl-Meyer UE scale and the secondary outcome measures were the Wolf Motor Function Test and Motor Activity Log. Patients were assessed at baseline, after intervention, and at the 3-month follow-up. We used the Pittsburgh participation scale (PPS) to assess the participation level of patients at each training session and an accelerometer to assess the activity counts of the affected UE of patients was used at the 12th and 24th training sessions.
RESULTS: Seventeen patients were assigned to the Kinect2Scratch group and 16 were assigned to the therapist-based training group. There were no differences between the two groups for any of the outcome measures postintervention and at the 3-month follow-up (all P>0.05). The level of participation was higher in the Kinect2Scratch group than in the therapist-based training group (PPS 5.25 vs. 5.00, P=0.112). The total activity counts of the affected UE was significantly higher in the Kinect2Scratch group than in the therapist-based training group (P<0.001).
CONCLUSIONS: Kinect2Scratch game training was feasible, with effects similar to those of therapist-based training on UE function of patients with chronic stroke. CLINICAL REHABILITATION IMPACT: Kinect2Scratch games are low-cost and easily set-up games, which may serve as a complementary strategy to conventional therapy to decrease therapists' work load.

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Year:  2019        PMID: 30781936     DOI: 10.23736/S1973-9087.19.05598-9

Source DB:  PubMed          Journal:  Eur J Phys Rehabil Med        ISSN: 1973-9087            Impact factor:   2.874


  8 in total

Review 1.  Technology-Based Compensation Assessment and Detection of Upper Extremity Activities of Stroke Survivors: Systematic Review.

Authors:  Xiaoyi Wang; Yan Fu; Bing Ye; Jessica Babineau; Yong Ding; Alex Mihailidis
Journal:  J Med Internet Res       Date:  2022-06-13       Impact factor: 7.076

2.  Safety, Feasibility, and Acceptability of a New Virtual Rehabilitation Platform: A Supervised Pilot Study.

Authors:  Ana María Escalante-Gonzalbo; Yoás Saimon Ramírez-Graullera; Herminia Pasantes; José Jonathan Aguilar-Chalé; Gloria Ixchel Sánchez-Castillo; Ximena Ameyalli Escutia-Macedo; Tania María Briseño-Soriano; Paulina Franco-Castro; Ana Lilia Estrada-Rosales; Sandra Elizabeth Vázquez-Abundes; David Andrade-Morales; Jorge Hernández-Franco; Lorena Palafox
Journal:  Rehabil Process Outcome       Date:  2021-08-07

Review 3.  Applying Game-Based Approaches for Physical Rehabilitation of Poststroke Patients: A Systematic Review.

Authors:  Soheila Saeedi; Marjan Ghazisaeedi; Sorayya Rezayi
Journal:  J Healthc Eng       Date:  2021-09-14       Impact factor: 2.682

4.  Telerehabilitation for upper limb disabilities: a scoping review on functions, outcomes, and evaluation methods.

Authors:  Khadijeh Moulaei; Abbas Sheikhtaheri; Mansour Shahabi Nezhad; AliAkbar Haghdoost; Mohammad Gheysari; Kambiz Bahaadinbeigy
Journal:  Arch Public Health       Date:  2022-08-23

Review 5.  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

Review 6.  Effectiveness of Using Virtual Reality-Supported Exercise Therapy for Upper Extremity Motor Rehabilitation in Patients With Stroke: Systematic Review and Meta-analysis of Randomized Controlled Trials.

Authors:  Jiayin Chen; Calvin Kalun Or; Tianrong Chen
Journal:  J Med Internet Res       Date:  2022-06-20       Impact factor: 7.076

7.  Virtual Reality-Based Rehabilitation as a Feasible and Engaging Tool for the Management of Chronic Poststroke Upper-Extremity Function Recovery: Randomized Controlled Trial.

Authors:  Alejandro Hernandez; Liudmila Bubyr; Philippe S Archambault; Johanne Higgins; Mindy F Levin; Dahlia Kairy
Journal:  JMIR Serious Games       Date:  2022-09-27       Impact factor: 3.364

Review 8.  Serious games for upper limb rehabilitation after stroke: a meta-analysis.

Authors:  Ioannis Doumas; Gauthier Everard; Stéphanie Dehem; Thierry Lejeune
Journal:  J Neuroeng Rehabil       Date:  2021-06-15       Impact factor: 4.262

  8 in total

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