Neurocenter, Luzerner Kantonsspital, Lucerne, Switzerland (J.J.W.v.B., S.B., T.V.); Department of Rehabilitation Medicine, Amsterdam Movement Sciences, Amsterdam Neurosciences, Amsterdam UMC, Section VUmc, Amsterdam, the Netherlands (E.E.H.v.W.); and Gerontechnology and Rehabilitation Group, University of Bern, Switzerland (T.V.).
J Neurol Phys Ther. 2019 Jul;43(3):168-174. doi: 10.1097/NPT.0000000000000278.
Many individuals with Parkinson disease (PD) suffer from impaired dexterity, which impacts activities of daily living and quality of life. Exergaming, video game-based training with augmented virtual reality, may have value for improving function. The aim of the present pilot study was to comprehensively evaluate the feasibility of a dexterity training program using exergaming, in individuals with PD.
Ten participants with PD (aged between 55 and 75 years, Hoehn and Yahr stages II-IV) trained over a period of 4 weeks, twice a week for 30 minutes. Baseline (T0) and postintervention (T1) assessments were done. Primary outcomes with respect to feasibility were the adherence rate, open-end questions, the level of participation (Pittsburgh Rehabilitation Participation Scale), and the usability (System Usability Scale). Dexterous function was measured with the Nine-Hole Peg Test and the Dexterity Questionnaire-24. Upper limb motor impairment was assessed by a modified version of the Movement Disorders Society Unified Parkinson's Disease Rating Scale III. Finally, quality of life was assessed by the 39-item Parkinson's Disease Questionnaire (PDQ-39).
Adherence rate was 99%, motivation increased significantly from 3.9 to 4.8 (Pittsburgh Rehabilitation Participation Scale, P = 0.03), and system usability of the exergaming system was acceptable to very good. Regarding potential efficacy, participants with impaired dexterity at T0 significantly improved in the Nine-Hole Peg Test and the PDQ-39.
The outcomes of this pilot study suggest that exergaming is feasible and has potential to improve dexterity in individuals with PD. Its efficacy should be investigated in a properly powered randomized controlled trial.Video Abstract available for more insights from the authors (see Supplemental Digital Content 1, available at: http://links.lww.com/JNPT/A270).
许多帕金森病(PD)患者存在动作灵活性受损的问题,这会影响其日常生活活动和生活质量。使用增强虚拟现实技术的视频游戏式外生性运动游戏可能对改善功能有一定价值。本研究旨在全面评估 PD 患者使用外生性运动游戏进行灵活性训练的方案的可行性。
10 名 PD 患者(年龄 55~75 岁,Hoehn 和 Yahr 分期 II-IV 期)接受为期 4 周的训练,每周 2 次,每次 30 分钟。在基线(T0)和干预后(T1)进行评估。主要的可行性指标是依从率、开放性问题、参与度(匹兹堡康复参与量表)和可用性(系统可用性量表)。使用 9 孔插栓测试和灵巧度问卷-24 评估灵巧度。采用改良的运动障碍协会统一帕金森病评定量表 III 评估上肢运动障碍。最后,采用帕金森病问卷(PDQ-39)评估生活质量。
依从率为 99%,动机从 3.9 显著增加到 4.8(Pittsburgh 康复参与量表,P=0.03),外生性运动游戏系统的可用性被评定为可接受至非常好。在潜在疗效方面,T0 时动作灵活性受损的患者在 9 孔插栓测试和 PDQ-39 中显著改善。
本研究初步结果表明,外生性运动游戏具有可行性,可能改善 PD 患者的灵活性。其疗效应在适当的、有对照的随机临床试验中进行评估。视频摘要可提供来自作者的更多见解(请访问补充数字内容 1,可在 http://links.lww.com/JNPT/A270 获得)。