Department of Physical Medicine and Rehabilitation, Critical Care Physical Medicine and Rehabilitation Program, Johns Hopkins University, Baltimore, MD 21287, USA.
J Crit Care. 2012 Apr;27(2):219.e1-6. doi: 10.1016/j.jcrc.2011.08.017. Epub 2011 Sep 25.
Early rehabilitation in the intensive care unit (ICU) improves patients' physical function. Despite reports of using commercially available interactive video game systems for rehabilitation, there are few data evaluating feasibility and safety as part of routine in-patient rehabilitation, particularly in the ICU.
We conducted an observational study from September 1, 2009, to August 31, 2010, of adults admitted to a 16-bed medical ICU receiving video games as part of routine physical therapy (PT), evaluating use and indications and occurrence of 14 prospectively monitored safety events.
Of 410 patients receiving PT in the medical ICU, 22 (5% of all patients; male, 64%; median age, 52 years) had 42 PT treatments with video games (median [interquartile range] per patient, 1.0 [1.0-2.0]). Main indications for video game therapy included balance (52%) and endurance (45%), and the most common activities included boxing (38%), bowling (24%), and balance board (21%). Of 42 treatments, 69% occurred while standing and 45% while mechanically ventilated. During 35 hours of PT treatment, 0 safety events occurred (95% upper confidence limit for safety event rate, 8.4%).
Novel use of interactive video games as part of routine PT in critically ill patients is feasible and appears safe in our case series. Video game therapy may complement existing rehabilitation techniques for ICU patients.
重症加强护理病房(ICU)中的早期康复可改善患者的身体机能。尽管有报道称可使用市售的互动视频游戏系统进行康复治疗,但很少有数据评估其作为常规住院康复治疗的一部分的可行性和安全性,尤其是在 ICU 中。
我们开展了一项观察性研究,于 2009 年 9 月 1 日至 2010 年 8 月 31 日期间,对入住 16 张病床的成人综合 ICU 并接受视频游戏作为常规物理治疗(PT)一部分的患者进行了研究,评估了使用情况和适应证以及 14 项前瞻性监测的安全性事件的发生情况。
在 ICU 接受 PT 的 410 例患者中,有 22 例(占所有患者的 5%;男性占 64%;中位年龄为 52 岁)进行了 42 次视频游戏治疗(每位患者的中位数[四分位间距]为 1.0[1.0-2.0])。视频游戏治疗的主要适应证包括平衡(52%)和耐力(45%),最常见的活动包括拳击(38%)、保龄球(24%)和平衡板(21%)。在 42 次治疗中,69%在站立时进行,45%在机械通气时进行。在 35 小时的 PT 治疗中,未发生任何安全性事件(95%置信区间上限的安全性事件发生率为 8.4%)。
在危重患者中,将互动视频游戏作为常规 PT 的一部分进行新的应用是可行的,并且在我们的病例系列中似乎是安全的。视频游戏疗法可能是 ICU 患者现有康复技术的补充。