A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke

被引:40
作者
Chen, Mei-Hsiang [1 ,2 ]
Huang, Lan-Ling [3 ,4 ]
Lee, Chang-Franw [3 ]
Hsieh, Ching-Lin [5 ]
Lin, Yu-Chao [6 ]
Liu, Hsiuchih [2 ]
Chen, Ming-I [2 ]
Lu, Wen-Shian [1 ,2 ]
机构
[1] Chung Shan Med Univ, Sch Occupat Therapy, Taichung 40201, Taiwan
[2] Chung Shan Med Univ Hosp, Occupat Therapy Room, Taichung 40201, Taiwan
[3] Natl Yunlin Univ Sci & Technol, Grad Sch Design, Touliu 64002, Yunlin, Taiwan
[4] Da Yeh Univ, Dept Ind Design, Dacun Township, Taiwan
[5] Natl Taiwan Univ, Coll Med, Sch Occupat Therapy, Taipei, Taiwan
[6] Natl United Univ, Dept Business Management, Miaoli City, Taiwan
关键词
Commercial video game; stroke; upper extremity rehabilitation; VIRTUAL-REALITY; MOTOR RECOVERY; UPPER-LIMB; ENVIRONMENT; THERAPY; ADULTS;
D O I
10.1177/0269215514554115
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
Objectives: To investigate the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke in order to inform future sample size and study design. Design: A controlled clinical trial design using sequential allocation into groups. Setting: A clinical occupational therapy department. Subjects: Twenty-four first-stroke patients. Interventions: Patients were assigned to one of three groups: conventional group, Wii group, and XaviX group. In addition to regular one-hour conventional rehabilitation, each group received an additional half-hour of upper extremity exercises via conventional devices, Wii games, or XaviX games, for eight weeks. Main measures: The Fugl-Meyer Assessment of motor function, Box and Block Test of Manual Dexterity, Functional Independence Measure, and upper extremity range of motion were used at baseline and postintervention. Also, a questionnaire was used to assess motivation and enjoyment. Results: The effect size of differences in change scores between the Wii and conventional groups ranged from 0.71 (SD 0.59) to 0.28 (SD 0.58), on the Fugl-Meyer Assessment of motor function (d=0.74) was larger than that between the XaviX and conventional groups, ranged from 0.44 (SD 0.49) to 0.28 (SD 0.58) (d=0.30). Patient enjoyment was significantly greater in the video game groups (Wii mean 4.25, SD 0.89; XaviX mean 4.38, SD 0.52) than in the conventional group (mean 2.25, SD 0.89, F=18.55, p<0.001), but motivation was not significantly different across groups. Conclusion: Patients were positive to using video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study.
引用
收藏
页码:674 / 682
页数:9
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