Literature DB >> 31352180

Unilateral arm rehabilitation for persons with multiple sclerosis using serious games in a virtual reality approach: Bilateral treatment effect?

Johanna Jonsdottir1, Gloria Perini2, Antonio Ascolese3, Thomas Bowman2, Angelo Montesano2, Michael Lawo4, Rita Bertoni2.   

Abstract

IMPAIRED: arm function and loss of manual dexterity can lead to decreased independence in activities of daily living in persons with Multiple Sclerosis (MS). In this study we verified the feasibility and efficacy of a serious games approach to supervised upper limb rehabilitation of the more affected arm in persons with MS and the cross-over effect to the nontreated arm.
METHODS: Eighteen persons with moderate to severe MS symptoms participated (mean age 56.1 (range 28-73) years; mean disease duration 17.6 (4-35) years). Each participant received 12 supervised sessions of serious games (45 min, 12 sessions) aimed at improving the most affected upper limb. Primary outcomes were the Nine Hole Peg Test (9HPT) and the Box and Blocks Test (BBT). Perceived health was evaluated pre and post intervention with SF-12 and the VAS of the EuroQual-5DL. Non parametric tests were used and P was set at 0.05.
RESULTS: After the serious games training participants improved dexterity and arm function bilaterally (10-18%), however, there was a statistically significant improvement only in the treated arm (P<0.05). Perceived menthal health improved follwing training (P<0.05) but not perceived physical health.
CONCLUSION: An in clinic intervention with a serious-games virtual reality approach positively influenced arm recovery in persons moderately to severely affected by MS, improving mainly the treated arm but with positive effects on the nontreated arm. The persons were motivated during the intervention and expressed being willing to continue this kind of training at home as part of continuity of care.
Copyright © 2019 Elsevier B.V. All rights reserved.

Entities:  

Keywords:  Arm rehabilitation; Bilateral effect; Multiple sclerosis; Serious games; Virtual reality

Mesh:

Year:  2019        PMID: 31352180     DOI: 10.1016/j.msard.2019.07.010

Source DB:  PubMed          Journal:  Mult Scler Relat Disord        ISSN: 2211-0348            Impact factor:   4.339


  3 in total

1.  Effects of virtual reality associated with serious games for upper limb rehabilitation inpatients with multiple sclerosis: randomized controlled trial.

Authors:  Alicia Cuesta-Gómez; Patricia Sánchez-Herrera-Baeza; Edwin Daniel Oña-Simbaña; Alicia Martínez-Medina; Carmen Ortiz-Comino; Carlos Balaguer-Bernaldo-de-Quirós; Alberto Jardón-Huete; Roberto Cano-de-la-Cuerda
Journal:  J Neuroeng Rehabil       Date:  2020-07-13       Impact factor: 4.262

Review 2.  A Scoping Review of Cognitive Training in Neurodegenerative Diseases via Computerized and Virtual Reality Tools: What We Know So Far.

Authors:  Stefano Lasaponara; Fabio Marson; Fabrizio Doricchi; Marco Cavallo
Journal:  Brain Sci       Date:  2021-04-21

3.  Nintendo Switch Joy-Cons' Infrared Motion Camera Sensor for Training Manual Dexterity in People with Multiple Sclerosis: A Randomized Controlled Trial.

Authors:  Alicia Cuesta-Gómez; Paloma Martín-Díaz; Patricia Sánchez-Herrera Baeza; Alicia Martínez-Medina; Carmen Ortiz-Comino; Roberto Cano-de-la-Cuerda
Journal:  J Clin Med       Date:  2022-06-07       Impact factor: 4.964

  3 in total

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