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Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study

BACKGROUND: Approximately 70–80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function. OBJECTIVE: To evaluate the usability of VBT using the Leap Mo...

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Autores principales: Vanbellingen, Tim, Filius, Suzanne J., Nyffeler, Thomas, van Wegen, Erwin E. H.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5727075/
https://www.ncbi.nlm.nih.gov/pubmed/29276499
http://dx.doi.org/10.3389/fneur.2017.00654
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author Vanbellingen, Tim
Filius, Suzanne J.
Nyffeler, Thomas
van Wegen, Erwin E. H.
author_facet Vanbellingen, Tim
Filius, Suzanne J.
Nyffeler, Thomas
van Wegen, Erwin E. H.
author_sort Vanbellingen, Tim
collection PubMed
description BACKGROUND: Approximately 70–80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function. OBJECTIVE: To evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT. METHODS: During 3 months, 64 stroke patients were screened for eligibility, 13 stroke patients were included (4 women and 9 men; age range: 24–91 years; mean time post stroke: 28.2 days). INTERVENTION: Nine sessions of 30 min VBT, three times per week as an add-on to conventional therapy with stroke inpatients. OUTCOME MEASURES: Primary outcome was the usability of the system measured with the System Usability Scale. Secondary outcomes concerning feasibility were the compliance rate calculated from the total time spent on the intervention (TT) compared to planned time, the opinion of participants via open-end questions, and the level of active participation measured with the Pittsburgh Rehabilitation Participation Scale. Regarding the potential efficacy secondary outcomes were: functional dexterity measured with the Nine Hole Peg Test (NHPT), subjective dexterity measured with the Dexterity Questionnaire 24, grip strength measured with the Jamar dynamometer, and motor impairment of the upper limb measured with the Fugl-Meyer Upper Extremity (FM-UE) scale. RESULTS: Primarily, the usability of the system was good to excellent. The patient’s perception of usability remained stable over a mean period of 3 weeks of VBT. Secondly, the compliance rate was good, and the level of active participation varied between good and very good. The opinion of the participants revealed that despite individual differences, the overall impression of the therapy and device was good. Patients showed significant improvements in hand dexterity. No changes were found in motor impairment of the upper limb (FM-UE) during intervention. CONCLUSION: VBT using LMC is a usable rehabilitation tool to train dexterity in the early rehabilitation phase of stroke inpatients.
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spelling pubmed-57270752017-12-22 Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study Vanbellingen, Tim Filius, Suzanne J. Nyffeler, Thomas van Wegen, Erwin E. H. Front Neurol Neuroscience BACKGROUND: Approximately 70–80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function. OBJECTIVE: To evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT. METHODS: During 3 months, 64 stroke patients were screened for eligibility, 13 stroke patients were included (4 women and 9 men; age range: 24–91 years; mean time post stroke: 28.2 days). INTERVENTION: Nine sessions of 30 min VBT, three times per week as an add-on to conventional therapy with stroke inpatients. OUTCOME MEASURES: Primary outcome was the usability of the system measured with the System Usability Scale. Secondary outcomes concerning feasibility were the compliance rate calculated from the total time spent on the intervention (TT) compared to planned time, the opinion of participants via open-end questions, and the level of active participation measured with the Pittsburgh Rehabilitation Participation Scale. Regarding the potential efficacy secondary outcomes were: functional dexterity measured with the Nine Hole Peg Test (NHPT), subjective dexterity measured with the Dexterity Questionnaire 24, grip strength measured with the Jamar dynamometer, and motor impairment of the upper limb measured with the Fugl-Meyer Upper Extremity (FM-UE) scale. RESULTS: Primarily, the usability of the system was good to excellent. The patient’s perception of usability remained stable over a mean period of 3 weeks of VBT. Secondly, the compliance rate was good, and the level of active participation varied between good and very good. The opinion of the participants revealed that despite individual differences, the overall impression of the therapy and device was good. Patients showed significant improvements in hand dexterity. No changes were found in motor impairment of the upper limb (FM-UE) during intervention. CONCLUSION: VBT using LMC is a usable rehabilitation tool to train dexterity in the early rehabilitation phase of stroke inpatients. Frontiers Media S.A. 2017-12-08 /pmc/articles/PMC5727075/ /pubmed/29276499 http://dx.doi.org/10.3389/fneur.2017.00654 Text en Copyright © 2017 Vanbellingen, Filius, Nyffeler and van Wegen. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) or licensor are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Neuroscience
Vanbellingen, Tim
Filius, Suzanne J.
Nyffeler, Thomas
van Wegen, Erwin E. H.
Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study
title Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study
title_full Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study
title_fullStr Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study
title_full_unstemmed Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study
title_short Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study
title_sort usability of videogame-based dexterity training in the early rehabilitation phase of stroke patients: a pilot study
topic Neuroscience
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5727075/
https://www.ncbi.nlm.nih.gov/pubmed/29276499
http://dx.doi.org/10.3389/fneur.2017.00654
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