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Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease

BACKGROUND: Persons with Parkinson’s disease (PD) often exhibit difficulties with dexterity during the performance of activities of daily living (ADL), inter alia due to dysfunctional supplementary motor area (SMA). Combined intermittent theta-burst stimulation (iTBS) over the SMA followed by video...

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Autores principales: Pastore-Wapp, Manuela, Kaufmann, Brigitte C., Nyffeler, Thomas, Wapp, Simona, Bohlhalter, Stephan, Vanbellingen, Tim
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9837937/
https://www.ncbi.nlm.nih.gov/pubmed/36635679
http://dx.doi.org/10.1186/s12984-023-01123-w
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author Pastore-Wapp, Manuela
Kaufmann, Brigitte C.
Nyffeler, Thomas
Wapp, Simona
Bohlhalter, Stephan
Vanbellingen, Tim
author_facet Pastore-Wapp, Manuela
Kaufmann, Brigitte C.
Nyffeler, Thomas
Wapp, Simona
Bohlhalter, Stephan
Vanbellingen, Tim
author_sort Pastore-Wapp, Manuela
collection PubMed
description BACKGROUND: Persons with Parkinson’s disease (PD) often exhibit difficulties with dexterity during the performance of activities of daily living (ADL), inter alia due to dysfunctional supplementary motor area (SMA). Combined intermittent theta-burst stimulation (iTBS) over the SMA followed by video game-based training (VBT) may therefore improve dexterity related ADL. The VBT may induce high flow levels related to high performance during the training. The aim of this study is to evaluate the feasibility of a combined iTBS-VBT intervention in persons with PD. METHODS: A total of nine persons with PD (mean age 63.3 ± 8.76 years) with self-reported difficulties with dexterity related ADL were included in this pilot iTBS-VBT study. All participants received either iTBS or sham stimulation over the SMA followed by a 45-min VBT, three times a week for a total of three weeks. Feasibility was measured by means of the adherence rate and the system usability (System Usability Scale). Moreover, flow was measured after the last VBT session. RESULTS: Adherence rate was excellent with 100%. High system usability scores (i.e., mean 80%, range 55–97.5) and a significant Spearman’s correlation with the Flow State Scale (r = .762, p = .017) further point to the high feasibility of the VBT. Neither demographic variables nor difficulties in dexterity related ADL affected the usability of the VBT. CONCLUSION: This study demonstrates the high feasibility of a combined iTBS-VBT intervention. Moreover, the level of self-reported usability was related to flow experience. Whether this kind of combined iTBS-VBT intervention improves dexterity will be evaluated in a randomized controlled trial. Trial registration clincaltrials.gov NCT04699149, date of registration 1. June 2021
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spelling pubmed-98379372023-01-14 Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease Pastore-Wapp, Manuela Kaufmann, Brigitte C. Nyffeler, Thomas Wapp, Simona Bohlhalter, Stephan Vanbellingen, Tim J Neuroeng Rehabil Research BACKGROUND: Persons with Parkinson’s disease (PD) often exhibit difficulties with dexterity during the performance of activities of daily living (ADL), inter alia due to dysfunctional supplementary motor area (SMA). Combined intermittent theta-burst stimulation (iTBS) over the SMA followed by video game-based training (VBT) may therefore improve dexterity related ADL. The VBT may induce high flow levels related to high performance during the training. The aim of this study is to evaluate the feasibility of a combined iTBS-VBT intervention in persons with PD. METHODS: A total of nine persons with PD (mean age 63.3 ± 8.76 years) with self-reported difficulties with dexterity related ADL were included in this pilot iTBS-VBT study. All participants received either iTBS or sham stimulation over the SMA followed by a 45-min VBT, three times a week for a total of three weeks. Feasibility was measured by means of the adherence rate and the system usability (System Usability Scale). Moreover, flow was measured after the last VBT session. RESULTS: Adherence rate was excellent with 100%. High system usability scores (i.e., mean 80%, range 55–97.5) and a significant Spearman’s correlation with the Flow State Scale (r = .762, p = .017) further point to the high feasibility of the VBT. Neither demographic variables nor difficulties in dexterity related ADL affected the usability of the VBT. CONCLUSION: This study demonstrates the high feasibility of a combined iTBS-VBT intervention. Moreover, the level of self-reported usability was related to flow experience. Whether this kind of combined iTBS-VBT intervention improves dexterity will be evaluated in a randomized controlled trial. Trial registration clincaltrials.gov NCT04699149, date of registration 1. June 2021 BioMed Central 2023-01-12 /pmc/articles/PMC9837937/ /pubmed/36635679 http://dx.doi.org/10.1186/s12984-023-01123-w Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Pastore-Wapp, Manuela
Kaufmann, Brigitte C.
Nyffeler, Thomas
Wapp, Simona
Bohlhalter, Stephan
Vanbellingen, Tim
Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease
title Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease
title_full Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease
title_fullStr Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease
title_full_unstemmed Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease
title_short Feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in Parkinson’s disease
title_sort feasibility of a combined intermittent theta-burst stimulation and video game-based dexterity training in parkinson’s disease
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9837937/
https://www.ncbi.nlm.nih.gov/pubmed/36635679
http://dx.doi.org/10.1186/s12984-023-01123-w
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