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Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis.

作者信息

Gauthier Lynne V, Kane Chelsea, Borstad Alexandra, Strahl Nancy, Uswatte Gitendra, Taub Edward, Morris David, Hall Alli, Arakelian Melissa, Mark Victor

机构信息

The Ohio State University, Department of Physical Medicine and Rehabilitation, Division of Rehabilitation Psychology, 480 Medical Center Drive, Columbus, OH, 43210, USA.

Department of Physical Therapy, College of St. Scholastica, 1200 Kenwood Ave, Duluth, MN, 55811, USA.

出版信息

BMC Neurol. 2017 Jun 8;17(1):109. doi: 10.1186/s12883-017-0888-0.


DOI:10.1186/s12883-017-0888-0
PMID:28595611
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5465449/
Abstract

BACKGROUND: Constraint-Induced Movement therapy (CI therapy) is shown to reduce disability, increase use of the more affected arm/hand, and promote brain plasticity for individuals with upper extremity hemiparesis post-stroke. Randomized controlled trials consistently demonstrate that CI therapy is superior to other rehabilitation paradigms, yet it is available to only a small minority of the estimated 1.2 million chronic stroke survivors with upper extremity disability. The current study aims to establish the comparative effectiveness of a novel, patient-centered approach to rehabilitation utilizing newly developed, inexpensive, and commercially available gaming technology to disseminate CI therapy to underserved individuals. Video game delivery of CI therapy will be compared against traditional clinic-based CI therapy and standard upper extremity rehabilitation. Additionally, individual factors that differentially influence response to one treatment versus another will be examined. METHODS: This protocol outlines a multi-site, randomized controlled trial with parallel group design. Two hundred twenty four adults with chronic hemiparesis post-stroke will be recruited at four sites. Participants are randomized to one of four study groups: (1) traditional clinic-based CI therapy, (2) therapist-as-consultant video game CI therapy, (3) therapist-as-consultant video game CI therapy with additional therapist contact via telerehabilitation/video consultation, and (4) standard upper extremity rehabilitation. After 6-month follow-up, individuals assigned to the standard upper extremity rehabilitation condition crossover to stand-alone video game CI therapy preceded by a therapist consultation. All interventions are delivered over a period of three weeks. Primary outcome measures include motor improvement as measured by the Wolf Motor Function Test (WMFT), quality of arm use for daily activities as measured by Motor Activity Log (MAL), and quality of life as measured by the Quality of Life in Neurological Disorders (NeuroQOL). DISCUSSION: This multi-site RCT is designed to determine comparative effectiveness of in-home technology-based delivery of CI therapy versus standard upper extremity rehabilitation and in-clinic CI therapy. The study design also enables evaluation of the effect of therapist contact time on treatment outcomes within a therapist-as-consultant model of gaming and technology-based rehabilitation. TRIAL REGISTRATION: Clinicaltrials.gov, NCT02631850 .

摘要
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e476/5465449/fafe66bc86e1/12883_2017_888_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e476/5465449/385e220ddec6/12883_2017_888_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e476/5465449/fafe66bc86e1/12883_2017_888_Fig2_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e476/5465449/385e220ddec6/12883_2017_888_Fig1_HTML.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/e476/5465449/fafe66bc86e1/12883_2017_888_Fig2_HTML.jpg

相似文献

[1]
Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis.

BMC Neurol. 2017-6-8

[2]

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[7]
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[2]
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[3]
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JMIR Serious Games. 2024-4-5

[4]
Effect of mobile-based self-management application on stroke outcomes: a study protocol for triple blinded randomized controlled trial.

BMC Med Inform Decis Mak. 2022-11-11

[5]
Rehabilitation of Upper Extremity by Telerehabilitation Combined With Exergames in Survivors of Chronic Stroke: Preliminary Findings From a Feasibility Clinical Trial.

JMIR Rehabil Assist Technol. 2022-6-22

[6]
A database of physical therapy exercises with variability of execution collected by wearable sensors.

Sci Data. 2022-6-3

[7]
Factors influencing the delivery of telerehabilitation for stroke: A systematic review.

PLoS One. 2022

[8]
A Taxonomy for Augmented and Mixed Reality Applications to Support Physical Exercises in Medical Rehabilitation-A Literature Review.

Healthcare (Basel). 2022-3-30

[9]
Safety, Feasibility, and Acceptability of a New Virtual Rehabilitation Platform: A Supervised Pilot Study.

Rehabil Process Outcome. 2021-8-7

[10]
Video game rehabilitation for outpatient stroke (VIGoROUS): A multi-site randomized controlled trial of in-home, self-managed, upper-extremity therapy.

EClinicalMedicine. 2021-12-17

本文引用的文献

[1]
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Lancet Neurol. 2015-7-28

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Cochrane Database Syst Rev. 2015-2-12

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Pediatrics. 2013-4-22

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