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慢性中风患者上肢视频游戏训练与传统自我训练的可行性、依从性及满意度:一项随机对照试验的初步研究

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.

作者信息

Yacoby Anat, Zeilig Gabi, Weingarden Harold, Weiss Ronit, Rand Debbie

机构信息

Anat Yacoby, MSc, OT, is Occupational Therapist. She was Master's Student, Department of Occupational Therapy, The Stanley Steyer School of Health Professions, Sackler Faculty of Medicine, Tel Aviv University, Tel Aviv, Israel, at the time of the study.

Gabi Zeilig, MD, is Director, Neurological Rehabilitation Department, Chaim Sheba Medical Center at Tel-HaShomer, Tel-HaShomer, Israel, and Chair, Department of Physical Medicine and Rehabilitation, Sackler Faculty of Medicine, Tel Aviv University, Tel Aviv, Israel.

出版信息

Am J Occup Ther. 2019 Jan/Feb;73(1):7301205080p1-7301205080p14. doi: 10.5014/ajot.2019.026799.

DOI:10.5014/ajot.2019.026799
PMID:30839263
Abstract

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, 6×/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.

摘要

目的

我们比较了一种新开发的使用商业视频游戏的上肢(UE)自我训练方案与传统自我训练方案对于慢性卒中患者的可行性、依从性和满意度。

方法

24名轻度至中度UE无力的参与者被随机分为视频游戏组(n = 13)或传统组(n = 11)自我训练方案。参与者被要求每天训练60分钟,每周6次。在为期5周的自我训练方案和4周的随访期间,参与者记录他们的自我训练时间,并对他们感知到的乐趣和努力程度进行评分。

结果

11名参与者完成了视频游戏训练;9名完成了传统自我训练。在随访期间,8名参与者(72.7%)继续进行视频游戏训练,4名(44.4%)继续进行传统训练。对UE改善的感知乐趣、满意度和益处相对较高。

结论

参与者对两种自我训练方案均表现出较高的依从性和满意度。更多参与者在干预后继续玩视频游戏,表明其在维持持续活动方面的潜力。

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