Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study

被引:15
|
作者
Hashim, N. A. [1 ]
Abd Razak, N. A. [1 ]
Gholizadeh, H. [2 ]
Abu Osman, N. A. [1 ,3 ]
机构
[1] Fac Engn, Dept Biomed Engn, Kuala Lumpur, Malaysia
[2] Ottawa Hosp Res Inst, Ottawa, ON, Canada
[3] Univ Malaysia, Chancellery, Terengganu, Malaysia
来源
JMIR SERIOUS GAMES | 2021年 / 9卷 / 01期
关键词
box and block test; Intrinsic Motivation Inventory; maximum voluntary contraction; motor rehabilitation; upper limb amputee; video games; PATTERN-RECOGNITION; MOTIVATION; PRINCIPLES; STROKE;
D O I
10.2196/17017
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand It can be achieved through repetitive muscle training that is usually very exhausting and often results in considerable reduction in patient motivation. Previous studies have shown that a playful concept in rehabilitation can increase patient engagement and perseverance. Objective: This study investigated whether the inclusion of video games in the upper limb amputee rehabilitation protocol could have a beneficial impact for muscle preparation, coordination, and patient motivation among individuals who have undergone transradial upper limb amputation. Methods: Ten participants, including five amputee participants and five able-bodied participants, were enrolled in 10 1-hour sessions within a 4-week rehabilitation program. In order to investigate the effects of the rehabilitation protocol used in this study, virtual reality box and block tests and electromyography (EMG) assessments were performed. Maximum voluntary contraction was measured before, immediately after, and 2 days after interacting with four different EMG-controlled video games. Participant motivation was assessed with the Intrinsic Motivation Inventory (IMI) questionnaire and user evaluation survey. Results: Survey analysis showed that muscle strength and coordination increased at the end of training for all the participants. The results of Pearson correlation analysis indicated that there was a significant positive association between the training period and the box and block test score (r(8) =0.95, P<.001). The maximum voluntary contraction increment was high before training (6.8%) and in the follow-up session (7.1%), but was very small (2.1%) shortly after the training was conducted. The IMI assessment showed high scores for the subscales of interest, perceived competence, choice, and usefulness, but low scores for pressure and tension. Conclusions: This study demonstrated that video games enhance motivation and adherence in an upper limb amputee rehabilitation program. The use of video games could be seen as a complementary approach for physical training in upper limb amputee rehabilitation.
引用
收藏
页数:10
相关论文
共 23 条
  • [21] Bilateral upper limb rehabilitation with videogame-based feedback in corticobasal degeneration: a case reports study
    Fusco, Francesca Romana
    Iosa, Marco
    Fusco, Augusto
    Paolucci, Stefano
    Morone, Giovanni
    NEUROCASE, 2018, 24 (03) : 156 - 160
  • [22] Improving Engagement of Stroke Survivors Using Desktop Virtual Reality-Based Serious Games for Upper Limb Rehabilitation: A Multiple Case Study
    Herne, Robert
    Shiratuddin, Mohd Fairuz
    Rai, Shri
    Blacker, David
    Laga, Hamid
    IEEE ACCESS, 2022, 10 : 46354 - 46371
  • [23] Combined Transcranial Direct Current Stimulation and Virtual Reality-Based Paradigm for Upper Limb Rehabilitation in Individuals with Restricted Movements. A Feasibility Study with a Chronic Stroke Survivor with Severe Hemiparesis
    Antonia Fuentes, Maria
    Borrego, Adrian
    Latorre, Jorge
    Colomer, Carolina
    Alcaniz, Mariano
    Jose Sanchez-Ledesma, Maria
    Noe, Enrique
    Llorens, Roberto
    JOURNAL OF MEDICAL SYSTEMS, 2018, 42 (05)