Clinical feasibility of interactive motion-controlled games for stroke rehabilitation

被引:74
作者
Bower, Kelly J. [1 ,2 ,3 ]
Louie, Julie [1 ]
Landesrocha, Yoseph [4 ]
Seedy, Paul [4 ]
Gorelik, Alexandra [5 ]
Bernhardt, Julie [2 ]
机构
[1] Royal Melbourne Hosp, Dept Physiotherapy, Melbourne, Vic, Australia
[2] Univ Melbourne, Florey Inst Neurosci & Mental Hlth, Melbourne, Vic, Australia
[3] Australian Catholic Univ, Sch Exercise Sci, Melbourne, Vic, Australia
[4] Current Circus, Melbourne, Vic, Australia
[5] Royal Melbourne Hosp, Melbourne Epictr, Melbourne, Vic, Australia
来源
JOURNAL OF NEUROENGINEERING AND REHABILITATION | 2015年 / 12卷
关键词
UPPER-LIMB REHABILITATION; PARKINSONS-DISEASE; PERCEIVED EXERTION; POSTURAL CONTROL; ASSESSMENT SCALE; BALANCE; POSTSTROKE; PEOPLE; KINECT; IMPACT;
D O I
10.1186/s12984-015-0057-x
中图分类号
R318 [生物医学工程];
学科分类号
0831 ;
摘要
Background: Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. However, these systems are not specifically designed for this purpose and have limitations. The aim of this study was to investigate the feasibility of using a suite of motion-controlled games in individuals with stroke undergoing rehabilitation. Methods: Four games, which utilised a depth-sensing camera (PrimeSense), were developed and tested. The games could be played in a seated or standing position. Three games were controlled by movement of the torso and one by upper limb movement. Phase 1 involved consecutive recruitment of 40 individuals with stroke who were able to sit unsupported. Participants were randomly assigned to trial one game during a single session. Sixteen individuals from Phase 1 were recruited to Phase 2. These participants were randomly assigned to an intervention or control group. Intervention participants performed an additional eight sessions over four weeks using all four game activities. Feasibility was assessed by examining recruitment, adherence, acceptability and safety in both phases of the study. Results: Forty individuals (mean age 63 years) completed Phase 1, with an average session time of 34 min. The majority of Phase 1 participants reported the session to be enjoyable (93 %), helpful (80 %) and something they would like to include in their therapy (88 %). Sixteen individuals (mean age 61 years) took part in Phase 2, with an average of seven 26-min sessions over four weeks. Reported acceptability was high for the intervention group and improvements over time were seen in several functional outcome measures. There were no serious adverse safety events reported in either phase of the study; however a number of participants reported minor increases in pain. Conclusions: A post-stroke intervention using interactive motion-controlled games shows promise as a feasible and potentially effective treatment approach. This paper presents important recommendations for future game development and research to further explore long-term adherence, acceptability, safety and efficacy.
引用
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页数:14
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