Chen Mei-Hsiang, Huang Lan-Ling, Lee Chang-Franw, Hsieh Ching-Lin, Lin Yu-Chao, Liu Hsiuchih, Chen Ming-I, Lu Wen-Shian
School of Occupational Therapy, Chung Shan Medical University and Occupational therapy Room, Chung Shan Medical University Hospital, Taiwan.
Graduate School of Design, National Yunlin University of Science and Technology, Taiwan Adjunct assistant professor, Department of Industrial Design, Da-Yeh University, Taiwan
Clin Rehabil. 2015 Jul;29(7):674-82. doi: 10.1177/0269215514554115. Epub 2014 Oct 16.
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.
A controlled clinical trial design using sequential allocation into groups.
A clinical occupational therapy department.
Twenty-four first-stroke patients.
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.
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.
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.
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.
研究两款商业视频游戏对改善中风后上肢功能的可接受性和潜在疗效,为未来的样本量和研究设计提供参考。
采用序贯分组的对照临床试验设计。
临床职业治疗科。
24例首次中风患者。
患者被分为三组之一:传统组、Wii组和XaviX组。除了常规的一小时传统康复训练外,每组通过传统设备、Wii游戏或XaviX游戏额外进行半小时的上肢锻炼,为期八周。
在基线和干预后使用Fugl-Meyer运动功能评估、箱块测试手动灵活性、功能独立性测量和上肢活动范围。此外,还使用问卷调查来评估动机和愉悦感。
在Fugl-Meyer运动功能评估中,Wii组与传统组之间变化分数差异的效应大小范围为0.71(标准差0.59)至0.28(标准差0.58),(d = 0.74)大于XaviX组与传统组之间的差异,范围为0.44(标准差0.49)至0.28(标准差0.58)(d = 0.30)。视频游戏组(Wii组平均4.25,标准差 &