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

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 re...

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Detalles Bibliográficos
Autores principales: Hashim, N A, Abd Razak, N A, Gholizadeh, H, Abu Osman, N A
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7892285/
https://www.ncbi.nlm.nih.gov/pubmed/33538698
http://dx.doi.org/10.2196/17017
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author Hashim, N A
Abd Razak, N A
Gholizadeh, H
Abu Osman, N A
author_facet Hashim, N A
Abd Razak, N A
Gholizadeh, H
Abu Osman, N A
author_sort Hashim, N A
collection PubMed
description 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.
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spelling pubmed-78922852021-03-08 Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study Hashim, N A Abd Razak, N A Gholizadeh, H Abu Osman, N A JMIR Serious Games Original Paper 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. JMIR Publications 2021-02-04 /pmc/articles/PMC7892285/ /pubmed/33538698 http://dx.doi.org/10.2196/17017 Text en ©N A Hashim, N A Abd Razak, H Gholizadeh, N A Abu Osman. Originally published in JMIR Serious Games (http://games.jmir.org), 04.02.2021. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Hashim, N A
Abd Razak, N A
Gholizadeh, H
Abu Osman, N A
Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study
title Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study
title_full Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study
title_fullStr Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study
title_full_unstemmed Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study
title_short Video Game–Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study
title_sort video game–based rehabilitation approach for individuals who have undergone upper limb amputation: case-control study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7892285/
https://www.ncbi.nlm.nih.gov/pubmed/33538698
http://dx.doi.org/10.2196/17017
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