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Rehabilitation of the upper arm early after stroke: Video games versus conventional rehabilitation. A randomized controlled trial / Isabelle Laffont in Annals of physical and rehabilitation medicine, Vol. 63, n°3 (Mai-Juin 2020)
[article]
Titre : Rehabilitation of the upper arm early after stroke: Video games versus conventional rehabilitation. A randomized controlled trial Type de document : texte imprimé Auteurs : Isabelle Laffont ; Jérôme Froger ; Claire Jourdan ; Karima Bakhti ; Liesjet E.H. van Dokkum ; Abdelkader Gouaich ; Huei Yune Bonnin ; Philippe Armingaud ; Audrey Jaussent ; Marie-Christine Picot ; Emmanuelle Le Bars ; Arnaud Dupeyron ; Caroline Arquizan ; Anthony Gélis ; Denis Mottet Année de publication : 2020 Article en page(s) : p. 173-180 Note générale : doi.org/10.1016/j.rehab.2019.10.009 Langues : Anglais (eng) Mots-clés : Stroke Upper limb Video games Rehabilitation Résumé : Background
Few rehabilitation methods have proven their efficacy in increasing sensori-motor recovery and/or function of the upper limb (UL) after stroke. Video games (VGs) are promising tools in this indication.
Objective
To compare UL rehabilitation by using VGs and conventional rehabilitation (CR) in patients with sub-acute stroke.
Design
Single-blind, multicentric trial, with central randomization and stratification by center.
Setting
Physical and rehabilitation medicine departments of 2 university hospitals.
Participants
Adults within 3 months after a first vascular cerebral accident, with UL Fugl Meyer Score (UL-FMS) < 30/66 and without major cognitive impairment.
Intervention
A 45-min additional session of conventional occupational therapy (OT) or a VG-based OT session as add-on therapy to usual rehabilitation programs, 5 days/week for 6 weeks.
Main Outcome Measures
Primary outcome: UL-FMS. Secondary outcome: Box and Block Test (BBT), Wolf Motor Function test (WMFT), Motor Activity Log (MAL), Barthel Index and quality of life (SF-36).
Results
We included 51 patients (20 women) at a mean (SD) of 27.2 (19.4) days post-stroke (mean age 58 years [range 24–83]), 26 in the CR group and 25 in the VG group (23 in each group at 6-month follow-up). The mean duration of the additional rehabilitation session was similar in both groups: 29.3 (4.3) vs 28.0 (4.4) min in CR and VG groups. Shoulder pain occurred in 4 patients in the VG group versus 7 in the CR group. At day 45, gain in UL-FMS did not significantly differ between the groups (CR mean 17.8 [14.6] vs VG 24.1 [14.8]; P = 0.10), whereas gain in BBT was doubled in the VG group (CR 7.4 [12.2] vs VG 15.7 [16.3]; P = 0.02). At 6-month follow-up, the study was inconclusive about between-group differences in UL-FMS, BBT and other criteria. Post-hoc analysis showed that gains in UL-FMS or BBT were significantly higher in the VG than CR group for patients included within 30 days post-stroke.
Conclusion
In general, we cannot conclude that video gaming and conventional OT led to different long-term sensorimotor recovery of the UL after sub-acute stroke. However, when applied within the first month after stroke, video gaming was more efficient than conventional rehabilitation on both sensorimotor recovery and gross grasping function.Permalink : ./index.php?lvl=notice_display&id=90792
in Annals of physical and rehabilitation medicine > Vol. 63, n°3 (Mai-Juin 2020) . - p. 173-180[article] Rehabilitation of the upper arm early after stroke: Video games versus conventional rehabilitation. A randomized controlled trial [texte imprimé] / Isabelle Laffont ; Jérôme Froger ; Claire Jourdan ; Karima Bakhti ; Liesjet E.H. van Dokkum ; Abdelkader Gouaich ; Huei Yune Bonnin ; Philippe Armingaud ; Audrey Jaussent ; Marie-Christine Picot ; Emmanuelle Le Bars ; Arnaud Dupeyron ; Caroline Arquizan ; Anthony Gélis ; Denis Mottet . - 2020 . - p. 173-180.
doi.org/10.1016/j.rehab.2019.10.009
Langues : Anglais (eng)
in Annals of physical and rehabilitation medicine > Vol. 63, n°3 (Mai-Juin 2020) . - p. 173-180
Mots-clés : Stroke Upper limb Video games Rehabilitation Résumé : Background
Few rehabilitation methods have proven their efficacy in increasing sensori-motor recovery and/or function of the upper limb (UL) after stroke. Video games (VGs) are promising tools in this indication.
Objective
To compare UL rehabilitation by using VGs and conventional rehabilitation (CR) in patients with sub-acute stroke.
Design
Single-blind, multicentric trial, with central randomization and stratification by center.
Setting
Physical and rehabilitation medicine departments of 2 university hospitals.
Participants
Adults within 3 months after a first vascular cerebral accident, with UL Fugl Meyer Score (UL-FMS) < 30/66 and without major cognitive impairment.
Intervention
A 45-min additional session of conventional occupational therapy (OT) or a VG-based OT session as add-on therapy to usual rehabilitation programs, 5 days/week for 6 weeks.
Main Outcome Measures
Primary outcome: UL-FMS. Secondary outcome: Box and Block Test (BBT), Wolf Motor Function test (WMFT), Motor Activity Log (MAL), Barthel Index and quality of life (SF-36).
Results
We included 51 patients (20 women) at a mean (SD) of 27.2 (19.4) days post-stroke (mean age 58 years [range 24–83]), 26 in the CR group and 25 in the VG group (23 in each group at 6-month follow-up). The mean duration of the additional rehabilitation session was similar in both groups: 29.3 (4.3) vs 28.0 (4.4) min in CR and VG groups. Shoulder pain occurred in 4 patients in the VG group versus 7 in the CR group. At day 45, gain in UL-FMS did not significantly differ between the groups (CR mean 17.8 [14.6] vs VG 24.1 [14.8]; P = 0.10), whereas gain in BBT was doubled in the VG group (CR 7.4 [12.2] vs VG 15.7 [16.3]; P = 0.02). At 6-month follow-up, the study was inconclusive about between-group differences in UL-FMS, BBT and other criteria. Post-hoc analysis showed that gains in UL-FMS or BBT were significantly higher in the VG than CR group for patients included within 30 days post-stroke.
Conclusion
In general, we cannot conclude that video gaming and conventional OT led to different long-term sensorimotor recovery of the UL after sub-acute stroke. However, when applied within the first month after stroke, video gaming was more efficient than conventional rehabilitation on both sensorimotor recovery and gross grasping function.Permalink : ./index.php?lvl=notice_display&id=90792 Exemplaires (1)
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Exclu du prêtUpper-Limb Rehabilitation With Adaptive Video Games for Preschool Children With Developmental Disabilities / Hsieh-Chun Hsieh in American Journal of Occupational Therapy, Vol. 69/4 (Juillet-Août 2015)
[article]
Titre : Upper-Limb Rehabilitation With Adaptive Video Games for Preschool Children With Developmental Disabilities Type de document : texte imprimé Auteurs : Hsieh-Chun Hsieh, Auteur ; Hung-Yu Lin, Auteur ; Wen-Hsin Chiu, Auteur Année de publication : 2015 Article en page(s) : 6904290020p1-6904290020p5 Langues : Anglais (eng) Mots-clés : Arm child developmental disabilities devices medical preschool child rehabilitation training video games visual motor coordination pretest probability of disease Résumé : OBJECTIVE. This study used a novel device to make video games accessible to children with developmental disabilities (DD) by modifying the training software and interfaces to enhance motor training.
METHOD. In the pretest–posttest design, 20 children (13 boys, 7 girls; mean age = 5.2 yr) with DD received adaptive upper-limb motor rehabilitation consisting of fifteen 30-min individual sessions 3 times per week for 5 wk.
RESULTS. Improvement in Beery–Buktenica Developmental Test of Visual Motor Integration and Peabody Developmental Motor Scales, Second Edition, scores for children with DD indicated significant differences between pretest and posttest.
CONCLUSION. The rehabilitation device modified for the needs of children with DD is effective in improving visual–motor performance of children with DD.Permalink : ./index.php?lvl=notice_display&id=40422
in American Journal of Occupational Therapy > Vol. 69/4 (Juillet-Août 2015) . - 6904290020p1-6904290020p5[article] Upper-Limb Rehabilitation With Adaptive Video Games for Preschool Children With Developmental Disabilities [texte imprimé] / Hsieh-Chun Hsieh, Auteur ; Hung-Yu Lin, Auteur ; Wen-Hsin Chiu, Auteur . - 2015 . - 6904290020p1-6904290020p5.
Langues : Anglais (eng)
in American Journal of Occupational Therapy > Vol. 69/4 (Juillet-Août 2015) . - 6904290020p1-6904290020p5
Mots-clés : Arm child developmental disabilities devices medical preschool child rehabilitation training video games visual motor coordination pretest probability of disease Résumé : OBJECTIVE. This study used a novel device to make video games accessible to children with developmental disabilities (DD) by modifying the training software and interfaces to enhance motor training.
METHOD. In the pretest–posttest design, 20 children (13 boys, 7 girls; mean age = 5.2 yr) with DD received adaptive upper-limb motor rehabilitation consisting of fifteen 30-min individual sessions 3 times per week for 5 wk.
RESULTS. Improvement in Beery–Buktenica Developmental Test of Visual Motor Integration and Peabody Developmental Motor Scales, Second Edition, scores for children with DD indicated significant differences between pretest and posttest.
CONCLUSION. The rehabilitation device modified for the needs of children with DD is effective in improving visual–motor performance of children with DD.Permalink : ./index.php?lvl=notice_display&id=40422 Exemplaires (1)
Cote Support Localisation Section Disponibilité Revue Revue Centre de Documentation HELHa Campus Montignies Armoires à volets Document exclu du prêt - à consulter sur place
Exclu du prêtBehavioral Intention to Use a Virtual Instrumental Activities of Daily Living System Among People With Stroke / Allison ELLINGTON in American Journal of Occupational Therapy, Vol. 69/3 (mai -juin 2015)
[article]
Titre : Behavioral Intention to Use a Virtual Instrumental Activities of Daily Living System Among People With Stroke Type de document : texte imprimé Auteurs : Allison ELLINGTON ; Richard ADAMS ; Marga WHITE ; et al. Année de publication : 2015 Article en page(s) : p.1-8 Langues : Anglais (eng) Mots-clés : Activités vie quotidienne Jeu vidéo Accident cérébrovasculaire ComportementActivities of daily living Behavior Stroke User-computer interface Video games Résumé : OBJECTIVE. The purpose of this study was to investigate the behavioral intention to use (BIU) regarding a virtual system for practicing instrumental activities of daily living (IADLs) among people with stroke.
METHOD. Fourteen people who had sustained a stroke used a virtual world–based system over four sessions to participate in virtual occupations of preparing meals and putting away groceries. To investigate intention to use the technology, participants responded to a questionnaire based on the Technology Acceptance Model and were interviewed about the experience.
RESULTS. Analysis of questionnaire responses revealed favorable attitudes toward the technology and statistically significant correlations between these attitudes and positive BIU. Analysis of qualitative data revealed four themes to support system use: Use of the affected arm increased, the virtual practice was enjoyable, the technology was user-friendly, and the system reflected real-life activities.
CONCLUSION. This study shows that participants reported a positive BIU for the virtual system for practicing IADLs.Permalink : ./index.php?lvl=notice_display&id=35890
in American Journal of Occupational Therapy > Vol. 69/3 (mai -juin 2015) . - p.1-8[article] Behavioral Intention to Use a Virtual Instrumental Activities of Daily Living System Among People With Stroke [texte imprimé] / Allison ELLINGTON ; Richard ADAMS ; Marga WHITE ; et al. . - 2015 . - p.1-8.
Langues : Anglais (eng)
in American Journal of Occupational Therapy > Vol. 69/3 (mai -juin 2015) . - p.1-8
Mots-clés : Activités vie quotidienne Jeu vidéo Accident cérébrovasculaire ComportementActivities of daily living Behavior Stroke User-computer interface Video games Résumé : OBJECTIVE. The purpose of this study was to investigate the behavioral intention to use (BIU) regarding a virtual system for practicing instrumental activities of daily living (IADLs) among people with stroke.
METHOD. Fourteen people who had sustained a stroke used a virtual world–based system over four sessions to participate in virtual occupations of preparing meals and putting away groceries. To investigate intention to use the technology, participants responded to a questionnaire based on the Technology Acceptance Model and were interviewed about the experience.
RESULTS. Analysis of questionnaire responses revealed favorable attitudes toward the technology and statistically significant correlations between these attitudes and positive BIU. Analysis of qualitative data revealed four themes to support system use: Use of the affected arm increased, the virtual practice was enjoyable, the technology was user-friendly, and the system reflected real-life activities.
CONCLUSION. This study shows that participants reported a positive BIU for the virtual system for practicing IADLs.Permalink : ./index.php?lvl=notice_display&id=35890 Réservation
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