| Literature DB >> 34987304 |
Ana María Escalante-Gonzalbo1, Yoás Saimon Ramírez-Graullera1, Herminia Pasantes1, José Jonathan Aguilar-Chalé1, Gloria Ixchel Sánchez-Castillo1, Ximena Ameyalli Escutia-Macedo1, Tania María Briseño-Soriano1, Paulina Franco-Castro1, Ana Lilia Estrada-Rosales1, Sandra Elizabeth Vázquez-Abundes1, David Andrade-Morales1, Jorge Hernández-Franco2, Lorena Palafox2.
Abstract
PURPOSE: Stroke is the leading cause of disability in adults worldwide, with hemiparesis being the most prevalent consequence. The use of video games and movement sensors could contribute to improving patients' chances of recovery. We performed a supervised pilot study to validate the safety, feasibility, and acceptability of a new virtual rehabilitation platform in patients with chronic post-stroke upper limb hemiparesis.Entities:
Keywords: Neurorehabilitation; motor function; stroke; upper extremity; video games
Year: 2021 PMID: 34987304 PMCID: PMC8492031 DOI: 10.1177/11795727211033279
Source DB: PubMed Journal: Rehabil Process Outcome ISSN: 1179-5727
Figure 1.LANR’s platform information flow. From the patient’s game execution results to the server (1), the information is then reviewed by the therapist (2), new routines are assigned (3), and back to the patient’s interface (4).
Figure 2.Screenshots of the LANR video rehabilitation platform’s video games used in this intervention. (a) Penal Madness, (b) Topocrisis, (c) Charlie’s Escape, and (d) Sandwichmania.
Statistics of the sample composition.
| Patients information | n = 9 |
|---|---|
| Gender (male/female) | 6/3 |
| Age (years ± SD) | 52.67 ± 14.76 |
| Schooling (years ± SD) | 10.55 ± 3.74 |
| Stroke type (ischemic/hemorrhagic) | 6/3 |
| Stroke location (MCA/other) | 5/4 |
| Affected body side (left/right) | 3/6 |
| Dominant side (left/right) | 0/9 |
| Evolution (years ± SD) | 4.33 ± 7.02 |
| Previous strokes (yes/no) | 2/7 |
| Token (scores ± SD) | 28.05 ± 6.35 |
| Fugl Meyer (scores ± SD) | 30.3 ± 15.47 |
| Cardiovascular diseases (yes/no) | 3/6 |
| Aphasia (yes/no) | 4/5 |
Feedback values of the participants on the Likert survey after virtual therapy with the LANR video games.
| Participant ID | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Questions for participants on the 4-point
Likert scale (maximum, 4) | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | Mean (SD) |
| 1. I liked playing the games. | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 (0) |
| 2. I had fun playing the games. | 4 | 4 | 3 | 4 | 4 | 4 | 3 | 3 | 4 | 3.67 (0.47) |
| 3. The games were a useful tool for my rehabilitation. | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 3 | 4 | 3.55 (0.68) |
| 4. I could easily concentrate while playing. | 4 | 4 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 3.89 (0.31) |
| 5. I lost track of time while playing. | 3 | 3 | 3 | 4 | 4 | 3 | 4 | 3 | 4 | 3.44 (0.49) |
| 6. The games were within my abilities. | 4 | 3 | 4 | 3 | 2 | 4 | 4 | 3 | 4 | 3.44 (0.68) |
| 7. I was worried of making mistakes while playing. | 2 | 2 | 3 | 2 | 3 | 1 | 2 | 3 | 1 | 2.11 (0.74) |
| 8. Learning to play the games was easy. | 3 | 3 | 4 | 4 | 3 | 4 | 3 | 3 | 2 | 3.22 (0.63) |
| 9. I often needed technical support. | 3 | 3 | 3 | 1 | 4 | 2 | 2 | 3 | 2 | 2.55 (0.83) |
| 10. I always knew when I was doing an incorrect movement | 3 | 3 | 3 | 4 | 3 | 3 | 3 | 3 | 3 | 3.11 (0.31) |
| 11. The games were easy to use. | 3 | 3 | 4 | 4 | 3 | 4 | 3 | 3 | 4 | 3.44 (0.49) |
| 12. The games’ instructions were always clear for me. | 4 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 3.78 (0.41) |
| 13. The games’ music was pleasant. | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3.78 (0.41) |
| 14. The games’ colors were pleasant. | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 3.67 (0.47) |
| 15. The games had distracting elements. | 2 | 3 | 3 | 1 | 2 | 1 | 1 | 1 | 2 | 1.78 (0.78) |
| 16. The games presented errors that made them difficult to use. | 2 | 3 | 2 | 1 | 2 | 1 | 1 | 2 | 1 | 1.67 (0.67) |
| 17. Playing LANR games was uncomfortable for me. | 2 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1.33 (0.47) |
| 18. I felt pain while playing. | 2 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1.33 (0.47) |
| 19. I felt tired after playing. | 2 | 2 | 1 | 1 | 2 | 1 | 2 | 2 | 1 | 1.55 (0.49) |
| 20. I felt stressed while playing. | 2 | 2 | 1 | 1 | 3 | 1 | 1 | 1 | 1 | 1.44 (0.68) |
4-point Likert scale, with “strongly disagree” = 1; “disagree” = 2; “agree” = 3; and “strongly agree” = 4; SD, standard deviation.
All the statements used in this study were deliberately rephrased in terms that the patients could easily understand.
Feedback from patients that used the LANR virtual rehabilitation platform. Some of the answers to our open questions.
| Question: How did you feel when you played the LANR games? |
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| Question: What did you like most about the video games? |
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| Question: Were you willing to take the LANR platform home? |
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| Question: Would you recommend the platform to other patients? |
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| Question: What would you improve about the video games? |
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Feedback from participants that used the LANR virtual rehabilitation platform.
| Question: How did you feel when you played LANR games? |
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| Question: What did you like the most about the video games? |
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| Question: What did you like the least about the video games? |
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| Question: Were you willing to take the LANR platform home? |
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| Question: Would you recommend the platform to other patients? |
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| Question: What would you improve about the video games? |
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Doses of each game for the participants that used the LANR virtual rehabilitation platform.
| ID | Penal madness | Charlie’s escape | Topocrisis | Sandwichmania | ||||
|---|---|---|---|---|---|---|---|---|
| Sets | Duration (min)
| Sets | Duration (min)
| Sets | Duration (min)
| Sets | Duration (min)
| |
| 1 | Unable | 0 | 2 H-OC | 10 | 5 E-FE | 35 | Unable | 0 |
| 2 | Unable | 0 | 2 H-OC | 10 | 5 E-FE | 35 | Unable | 0 |
| 3 | Unable | 0 | 2 H-OC | 10 | 5 E-FE | 35 | Unable | 0 |
| 4 | 4 SA-P3 SF-B | 25 | 2 H-OC | 10 | 3 E-FE | 10 | Unable | 0 |
| 5 | 3 SA-P2 SF-B | 15 | 3 H-OC | 15 | 4 E-FE | 15 | Unable | 0 |
| 6 | 2 SA-P2 SF-B | 10 | 2 H-OC | 10 | 3 E-FE | 10 | 3 F-FC | 15 |
| 7 | 2 SA-P2 SF-B | 10 | 5 H-OC | 25 | 3 E-FE | 10 | Unable | 0 |
| 8 | 2 SA-P2 SF-B | 10 | 3 H-OC | 10 | 3 E-FE | 10 | 4 F-FC | 15 |
| 9 | 2 SA-P2 SF-B | 10 | 3 H-OC | 10 | 3 E-FE | 10 | 4 F-FC | 15 |
Abbreviations: E-FE, elbow flexion and extension; F-FC, fingers-fine clamp; H-OC, hand opening and closing; SF-B, shoulder flexion-both; SA-P, shoulder abduction-paretic.
Set duration varied depending on the difficulty level.
Participant’s Fugl-Meyer, CAHAI and WMFT scores.
| Patient | FMA-UE | CAHAI | WMFT | ||||
|---|---|---|---|---|---|---|---|
| Pre | Post | Difference | Pre | Post | Difference | ||
| 1 | 12 | 7 | 7 | 0 | 16 | 17 | 1 |
| 2 | 14 | 7 | 7 | 0 | 16 | 18 | 2 |
| 3 | 14 | 7 | 7 | 0 | 16 | 18 | 2 |
| 4 | 21 | 12 | 10 | –2 | 24 | 26 | 2 |
| 5 | 38 | 24 | 28 | 4 | 46 | 51 | 5 |
| 6 | 53 | 25 | 33 | 8 | 45 | 59 | 14 |
| 7 | 32 | 34 | 40 | 6 | 57 | 61 | 4 |
| 8 | 34 | 34 | 41 | 7 | 61 | 67 | 6 |
| 9 | 55 | 45 | 46 | 1 | 60 | 73 | 13 |
| Mean (Total) | 21.67 | 24.33 | 2.67
| 37.89 | 43.33 | 5.44
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| SD (Total) | 14.16 | 16.54 | 3.64 | 19.8 | 23.28 | 4.85 | |
Abbreviations: CAHAI, the Chedoke Arm and Hand Activity Inventory; FMA-UE, the Fugl-Meyer assessment for the upper-extremity; WMFT, the Wolf Motor Function Test.
Wilcoxon matched-pairs signed-rank test P-value = 0.0938 (CAHAI Pre- and Post- means were not significantly different, P > 0.05).
Wilcoxon matched-pairs signed-rank test P-value = 0.0039 (WMFT Pre- and Post- means were significantly different, P < 0.05).
Figure 3.Changes in CAHAI and WMFT scores in each patient after virtual therapy.
Reliable Index Change (RCI ) and Minimum Clinically Important Difference (MCID ) of patients who responded to the treatment.
| Patient | CAHAI-Pre | CAHAI-Change | RCI-CAHAI | MCID-CAHAI | WMFT-Pre | WMFT-Change | RCI-WMFT | MCID-WMFT |
|---|---|---|---|---|---|---|---|---|
| 5 | 24 | 4 | 2.05* | <0.5 SD | 46 | 5 | 2.69* | >0.5 SD* |
| 6 | 25 | 8 | 4.10* | >0.5 SD* | 45 | 14 | 7.53* | >0.5 SD* |
| 7 | 34 | 6 | 3.08* | >0.5 SD* | 57 | 4 | 2.15* | >0.5 SD* |
| 8 | 34 | 7 | 3.59* | >0.5 SD* | 60 | 6 | 3.23* | >0.5 SD* |
| 9 | 45 | 1 | 0.51 | <0.5 SD | 61 | 13 | 6.99* | >0.5 SD* |
| Mean | 32.4 | 5.2 | 53.8 | 8.4 | ||||
| SD | 8.5 | 2.77 | 7.73 | 4.71 | ||||
| SEM | 3.8 | 1.24 | 3.45 | 2.10 |
Abbreviations: SD, standard deviation; SEM, standard error of the mean.
RCI = Patient change/√SEM (RCI > 1.96, true change in 95% confidence).
MCID corresponds to 0.5 SD in various studies.
Figure 4.Relation between FMA-UE initial score versus WMFT individual gain after virtual therapy.