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Clin Rehabil. 2015 Jul;29(7):674-82. doi: 10.1177/0269215514554115. Epub 2014 Oct 16.

A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke.

Author information

1
School of Occupational Therapy, Chung Shan Medical University and Occupational therapy Room, Chung Shan Medical University Hospital, Taiwan.
2
Graduate School of Design, National Yunlin University of Science and Technology, Taiwan Adjunct assistant professor, Department of Industrial Design, Da-Yeh University, Taiwan Lanlingh@gmail.com.
3
Graduate School of Design, National Yunlin University of Science and Technology, Taiwan.
4
School of Occupational Therapy College of Medicine, National Taiwan University, Taiwan.
5
Department of Business Management, National United University, Taiwan.
6
Occupational Therapy Room, Chung Shan Medical University Hospital, Taiwan.

Abstract

OBJECTIVES:

To investigate the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke in order to inform future sample size and study design.

DESIGN:

A controlled clinical trial design using sequential allocation into groups.

SETTING:

A clinical occupational therapy department.

SUBJECTS:

Twenty-four first-stroke patients.

INTERVENTIONS:

Patients were assigned to one of three groups: conventional group, Wii group, and XaviX group. In addition to regular one-hour conventional rehabilitation, each group received an additional half-hour of upper extremity exercises via conventional devices, Wii games, or XaviX games, for eight weeks.

MAIN MEASURES:

The Fugl-Meyer Assessment of motor function, Box and Block Test of Manual Dexterity, Functional Independence Measure, and upper extremity range of motion were used at baseline and postintervention. Also, a questionnaire was used to assess motivation and enjoyment.

RESULTS:

The effect size of differences in change scores between the Wii and conventional groups ranged from 0.71 (SD 0.59) to 0.28 (SD 0.58), on the Fugl-Meyer Assessment of motor function (d = 0.74) was larger than that between the XaviX and conventional groups, ranged from 0.44 (SD 0.49) to 0.28 (SD 0.58) (d = 0.30). Patient enjoyment was significantly greater in the video game groups (Wii mean 4.25, SD 0.89; XaviX mean 4.38, SD 0.52) than in the conventional group (mean 2.25, SD 0.89, F = 18.55, p < 0.001), but motivation was not significantly different across groups.

CONCLUSION:

Patients were positive to using video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study.

KEYWORDS:

Commercial video game; stroke; upper extremity rehabilitation

PMID:
25322868
DOI:
10.1177/0269215514554115
[Indexed for MEDLINE]

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