Feasibility of, Adherence to, and Satisfaction With Video Game Versus Traditional Self-Training of the Upper Extremity in People With Chronic Stroke: A Pilot Randomized Controlled Trial

被引:6
|
作者
Yacoby, Anat [1 ]
Zeilig, Gabi [2 ,3 ]
Weingarden, Harold [2 ]
Weiss, Ronit [1 ,4 ]
Rand, Debbie [1 ]
机构
[1] Tel Aviv Univ, Sackler Fac Med, Stanley Steyer Sch Hlth Profess, Dept Occupat Therapy, Tel Aviv, Israel
[2] Cha Sheba Med Ctr Tel HaShomer, Neurol Rehabil Dept, Tel Hashomer, Israel
[3] Tel Aviv Univ, Sackler Fac Med, Dept Phys Med & Rehabil, Tel Aviv, Israel
[4] Tel Aviv Sourasky Med Ctr, Occupat Therapy Unit, Tel Aviv, Israel
来源
关键词
HEALTH-CARE PROFESSIONALS; PHYSICAL-ACTIVITY; ARM FUNCTION; VIRTUAL-REALITY; REHABILITATION; GO; INDIVIDUALS; RELIABILITY; STATEMENT; SURVIVORS;
D O I
10.5014/ajot.2019.026799
中图分类号
R49 [康复医学];
学科分类号
100215 ;
摘要
OBJECTIVE. We compared the feasibility of, adherence to, and satisfaction with a newly developed upper extremity (UE) self-training protocol using commercial video games with a traditional self-training program for people with chronic stroke. METHOD. Twenty-four participants with mild to moderate UE weakness were randomized to a video game (n = 13) or traditional (n = 11) self-training program. Participants were requested to train 60 min/day, 6x/wk. During the 5-wk self-training program and 4-wk follow-up, participants documented their self-training time and rated their perceived enjoyment and exertion. RESULTS. Eleven participants completed video game training; 9 completed traditional self-training. During the follow-up period, 8 participants (72.7%) continued the video game training, and 4 (44.4%) continued traditional training. Perceived enjoyment, satisfaction, and benefit for UE improvement were relatively high. CONCLUSIONS. Participants demonstrated high adherence to and satisfaction with both self-training programs. More participants continued to play video games after the intervention, indicating its potential to maintain ongoing activity.
引用
收藏
页数:14
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