Szturm Tony, Hochman Jordan, Wu Christine, Lisa Lix, Reimer Karen, Wonneck Beth, Giacobbo Andrea
College of Rehabilitation Sciences, Department of Physical Therapy, University of Manitoba, Winnipeg, MB, Canada.
JMIR Res Protoc. 2015 Oct 21;4(4):e118. doi: 10.2196/resprot.4743.
Digital media and gaming have received considerable interest from researchers and clinicians as a model for learning a broad range of complex tasks and facilitating the transfer of skills to daily life. These emerging rehabilitation technologies have the potential to improve clinical outcomes and patient participation because they are engaging, motivating, and accessible. Our research goal is to develop preventative and therapeutic point-of-care eHealth applications that will lead to equivalent or better long-term health outcomes and health care costs than existing programs. We have produced a novel computer-aided tele-rehabilitation platform that combines computer game-based exercises with tele-monitoring.
Compare the therapeutic effectiveness of an in-home, game-based rehabilitation program (GRP) to standard care delivered in an outpatient physical therapy clinic on measures of balance, gaze control, dizziness, and health-related quality of life.
A randomized, controlled, single-blind pilot trial will be conducted. Fifty-six participants with a diagnosis of peripheral vestibular disorder will be randomly assigned to either usual physical therapy (comparator group) or to a game-based intervention (experimental group). Measures to be assessed will include gaze control, dynamic balance, and self-reported measures of dizziness.
The project was funded and enrollment was started in August 2014. To date, 36 participants have been enrolled. There have been 6 drop-outs. It is expected that the study will be completed January 2016 and the first results are expected to be submitted for publication in Spring of 2016.
A successful application of this rehabilitation program would help streamline rehabilitation services, leverage therapist time spent with clients, and permit regular practice times at the client's convenience.
Clinicaltrials.gov: NCT02134444; https://clinicaltrials.gov/ct2/show/NCT02134444 (Archived by WebCite at http://www.webcitation.org/6cE18bqqY).
数字媒体和游戏作为学习广泛复杂任务及促进技能向日常生活转移的一种模式,已引起研究人员和临床医生的极大兴趣。这些新兴的康复技术具有改善临床疗效和患者参与度的潜力,因为它们具有吸引力、能激发积极性且易于使用。我们的研究目标是开发预防和治疗即时护理电子健康应用程序,与现有项目相比,这些应用程序将带来同等或更好的长期健康结果和医疗成本。我们已经开发出了一个新颖的计算机辅助远程康复平台,该平台将基于电脑游戏的练习与远程监测相结合。
比较家庭式基于游戏的康复项目(GRP)与门诊物理治疗诊所提供的标准护理在平衡、凝视控制、头晕及健康相关生活质量测量方面的治疗效果。
将进行一项随机、对照、单盲试点试验。56名被诊断为外周前庭疾病的参与者将被随机分配到常规物理治疗组(对照组)或基于游戏的干预组(试验组)。待评估的指标将包括凝视控制、动态平衡以及自我报告的头晕指标。
该项目已获资助,并于2014年8月开始招募参与者。截至目前,已招募36名参与者。有6人退出。预计该研究将于2016年1月完成,首批结果预计将于2016年春季提交发表。
该康复项目的成功应用将有助于简化康复服务,充分利用治疗师与患者相处的时间,并允许患者在方便的时候进行定期练习。
Clinicaltrials.gov:NCT02134444;https://clinicaltrials.gov/ct2/show/NCT02134444(由WebCite存档于http://www.webcitation.org/6cE18bqqY)。