Cargando…

COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW

BACKGROUND: Telerehabilitation and follow-up techniques have been developed in recent years to assess the effectiveness of diverse intervention programmes that include exergaming technologies. For patients with upper limb impairment after stroke, motion-gaming technologies can provide effective and...

Descripción completa

Detalles Bibliográficos
Autores principales: GELINEAU, Axelle, PERROCHON, Anaick, DAVIET, Jean-Christophe, MANDIGOUT, Stéphane
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Medical Journals Sweden AB 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9706874/
https://www.ncbi.nlm.nih.gov/pubmed/35976767
http://dx.doi.org/10.2340/jrm.v54.2270
_version_ 1784840592369385472
author GELINEAU, Axelle
PERROCHON, Anaick
DAVIET, Jean-Christophe
MANDIGOUT, Stéphane
author_facet GELINEAU, Axelle
PERROCHON, Anaick
DAVIET, Jean-Christophe
MANDIGOUT, Stéphane
author_sort GELINEAU, Axelle
collection PubMed
description BACKGROUND: Telerehabilitation and follow-up techniques have been developed in recent years to assess the effectiveness of diverse intervention programmes that include exergaming technologies. For patients with upper limb impairment after stroke, motion-gaming technologies can provide effective and amusing training. Beyond efficiency, professionals must analyse patient compliance with the system for self-use at home, because patients may or may not independently perform the exercises prescribed by the therapist. Questions on the sustainable use of this type of home exercise also arise. OBJECTIVE: This review examines user compliance with exercise programmes, measured according to the training rate (percentage of prescribed sessions and minutes completed) and completion rate (number of drop-outs and discontinued interventions) reported or calculable according to the data collected. RESULTS AND DISCUSSION: Rates of compliance with training were relatively high. No group effect on compliance was found. Drop-out and discontinued intervention rates were either due to external causes or directly related to the technologies. Some studies have reported the use of supervision, most of them through home visits and remote support. Few studies performed long-term follow-up, which could provide information to help broaden practices. This narrative review considers how this field of research may evolve in the future. LAY ABSTRACT The use of video games in hospitals as a rehabilitation tool in neurology is developing, particularly for stroke victims. For patients with arm problems, it can be effective and fun to use gamified systems. When the patient goes home, they must continue their rehabilitation in order to continue to progress or maintain their skills. However, performing exercises alone at home raises questions about patients’ compliance with the exercises prescribed by their therapists. Do patients complete the prescribed sessions? Are there occasional or permanent interruptions? This narrative review attempts to address these questions. The review also examines the obstacles that might hinder the use of these technologies and the facilitators that may help compliance.
format Online
Article
Text
id pubmed-9706874
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher Medical Journals Sweden AB
record_format MEDLINE/PubMed
spelling pubmed-97068742022-11-30 COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW GELINEAU, Axelle PERROCHON, Anaick DAVIET, Jean-Christophe MANDIGOUT, Stéphane J Rehabil Med Original Report BACKGROUND: Telerehabilitation and follow-up techniques have been developed in recent years to assess the effectiveness of diverse intervention programmes that include exergaming technologies. For patients with upper limb impairment after stroke, motion-gaming technologies can provide effective and amusing training. Beyond efficiency, professionals must analyse patient compliance with the system for self-use at home, because patients may or may not independently perform the exercises prescribed by the therapist. Questions on the sustainable use of this type of home exercise also arise. OBJECTIVE: This review examines user compliance with exercise programmes, measured according to the training rate (percentage of prescribed sessions and minutes completed) and completion rate (number of drop-outs and discontinued interventions) reported or calculable according to the data collected. RESULTS AND DISCUSSION: Rates of compliance with training were relatively high. No group effect on compliance was found. Drop-out and discontinued intervention rates were either due to external causes or directly related to the technologies. Some studies have reported the use of supervision, most of them through home visits and remote support. Few studies performed long-term follow-up, which could provide information to help broaden practices. This narrative review considers how this field of research may evolve in the future. LAY ABSTRACT The use of video games in hospitals as a rehabilitation tool in neurology is developing, particularly for stroke victims. For patients with arm problems, it can be effective and fun to use gamified systems. When the patient goes home, they must continue their rehabilitation in order to continue to progress or maintain their skills. However, performing exercises alone at home raises questions about patients’ compliance with the exercises prescribed by their therapists. Do patients complete the prescribed sessions? Are there occasional or permanent interruptions? This narrative review attempts to address these questions. The review also examines the obstacles that might hinder the use of these technologies and the facilitators that may help compliance. Medical Journals Sweden AB 2022-11-24 /pmc/articles/PMC9706874/ /pubmed/35976767 http://dx.doi.org/10.2340/jrm.v54.2270 Text en © Published by Medical Journals Sweden, on behalf of the Foundation for Rehabilitation Information https://creativecommons.org/licenses/by-nc/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (https://creativecommons.org/licenses/by-nc/4.0/)
spellingShingle Original Report
GELINEAU, Axelle
PERROCHON, Anaick
DAVIET, Jean-Christophe
MANDIGOUT, Stéphane
COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW
title COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW
title_full COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW
title_fullStr COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW
title_full_unstemmed COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW
title_short COMPLIANCE WITH UPPER LIMB HOME-BASED EXERGAMING INTERVENTIONS FOR STROKE PATIENTS: A NARRATIVE REVIEW
title_sort compliance with upper limb home-based exergaming interventions for stroke patients: a narrative review
topic Original Report
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9706874/
https://www.ncbi.nlm.nih.gov/pubmed/35976767
http://dx.doi.org/10.2340/jrm.v54.2270
work_keys_str_mv AT gelineauaxelle compliancewithupperlimbhomebasedexergaminginterventionsforstrokepatientsanarrativereview
AT perrochonanaick compliancewithupperlimbhomebasedexergaminginterventionsforstrokepatientsanarrativereview
AT davietjeanchristophe compliancewithupperlimbhomebasedexergaminginterventionsforstrokepatientsanarrativereview
AT mandigoutstephane compliancewithupperlimbhomebasedexergaminginterventionsforstrokepatientsanarrativereview