Video Game Rehabilitation of Velopharyngeal Dysfunction: A Case Series

被引:10
作者
Cler, Gabriel J. [1 ,2 ]
Mittelman, Talia [2 ,3 ]
Braden, Maia N.
Woodnorth, Geralyn Harvey [4 ]
Steppa, Cara E. [1 ,2 ,3 ,5 ]
机构
[1] Boston Univ, Grad Program Neurosci Computat Neurosci, Boston, MA 02215 USA
[2] Boston Univ, Dept Speech Language & Hearing Sci, Boston, MA 02215 USA
[3] Boston Univ, Dept Biomed Engn, Boston, MA 02215 USA
[4] Boston Childrens Hosp, Speech Language Pathol Program, Otolaryngol & Commun Enhancement, Boston, MA USA
[5] Boston Univ, Sch Med, Dept Otolaryngol Head & Neck Surg, Boston, MA 02215 USA
来源
JOURNAL OF SPEECH LANGUAGE AND HEARING RESEARCH | 2017年 / 60卷 / 06期
基金
美国国家卫生研究院;
关键词
CLEFT-PALATE; PERCEPTUAL EVALUATION; SPEECH; BIOFEEDBACK; CHILDREN; VOICE; NASALANCE; NASALITY; HYPERNASALITY; PERFORMANCE;
D O I
10.1044/2017_JSLHR-S-16-0231
中图分类号
R36 [病理学]; R76 [耳鼻咽喉科学];
学科分类号
100104 ; 100213 ;
摘要
Purpose: Video games provide a promising platform for rehabilitation of speech disorders. Although video games have been used to train speech perception in foreign language learners and have been proposed for aural rehabilitation, their use in speech therapy has been limited thus far. We present feasibility results from at-home use in a case series of children with velopharyngeal dysfunction (VPD) using an interactive video game that provided real-time biofeedback to facilitate appropriate nasalization. Method: Five participants were recruited across a range of ages, VPD severities, and VPD etiologies. Participants completed multiple weeks of individual game play with a video game that provides feedback on nasalization measured via nasal accelerometry. Nasalization was assessed before and after training by using nasometry, aerodynamic measures, and expert perceptual judgments. Results: Four participants used the game at home or school, with the remaining participant unwilling to have the nasal accelerometer secured to his nasal skin, perhaps due to his young age. The remaining participants showed a tendency toward decreased nasalization after training, particularly for the words explicitly trained in the video game. Conclusion: Results suggest that video game-based systems may provide a useful rehabilitation platform for providing real-time feedback of speech nasalization in VPD.
引用
收藏
页码:1800 / 1809
页数:10
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