Cargando…

Clinical feasibility of interactive motion-controlled games for stroke rehabilitation

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...

Descripción completa

Detalles Bibliográficos
Autores principales: Bower, Kelly J., Louie, Julie, Landesrocha, Yoseph, Seedy, Paul, Gorelik, Alexandra, Bernhardt, Julie
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2015
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4522120/
https://www.ncbi.nlm.nih.gov/pubmed/26233677
http://dx.doi.org/10.1186/s12984-015-0057-x
_version_ 1782383918839758848
author Bower, Kelly J.
Louie, Julie
Landesrocha, Yoseph
Seedy, Paul
Gorelik, Alexandra
Bernhardt, Julie
author_facet Bower, Kelly J.
Louie, Julie
Landesrocha, Yoseph
Seedy, Paul
Gorelik, Alexandra
Bernhardt, Julie
author_sort Bower, Kelly J.
collection PubMed
description 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. TRIAL REGISTRATION: Australian and New Zealand Clinical Trials Registry (ACTRN12613000220763)
format Online
Article
Text
id pubmed-4522120
institution National Center for Biotechnology Information
language English
publishDate 2015
publisher BioMed Central
record_format MEDLINE/PubMed
spelling pubmed-45221202015-08-02 Clinical feasibility of interactive motion-controlled games for stroke rehabilitation Bower, Kelly J. Louie, Julie Landesrocha, Yoseph Seedy, Paul Gorelik, Alexandra Bernhardt, Julie J Neuroeng Rehabil Research 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. TRIAL REGISTRATION: Australian and New Zealand Clinical Trials Registry (ACTRN12613000220763) BioMed Central 2015-08-02 /pmc/articles/PMC4522120/ /pubmed/26233677 http://dx.doi.org/10.1186/s12984-015-0057-x Text en © Bower et al. 2015 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Research
Bower, Kelly J.
Louie, Julie
Landesrocha, Yoseph
Seedy, Paul
Gorelik, Alexandra
Bernhardt, Julie
Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
title Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
title_full Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
title_fullStr Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
title_full_unstemmed Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
title_short Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
title_sort clinical feasibility of interactive motion-controlled games for stroke rehabilitation
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4522120/
https://www.ncbi.nlm.nih.gov/pubmed/26233677
http://dx.doi.org/10.1186/s12984-015-0057-x
work_keys_str_mv AT bowerkellyj clinicalfeasibilityofinteractivemotioncontrolledgamesforstrokerehabilitation
AT louiejulie clinicalfeasibilityofinteractivemotioncontrolledgamesforstrokerehabilitation
AT landesrochayoseph clinicalfeasibilityofinteractivemotioncontrolledgamesforstrokerehabilitation
AT seedypaul clinicalfeasibilityofinteractivemotioncontrolledgamesforstrokerehabilitation
AT gorelikalexandra clinicalfeasibilityofinteractivemotioncontrolledgamesforstrokerehabilitation
AT bernhardtjulie clinicalfeasibilityofinteractivemotioncontrolledgamesforstrokerehabilitation