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基于手机的增强现实游戏对中风后上肢功能障碍患者康复的可接受性:案例研究

Acceptability of a Mobile Phone-Based Augmented Reality Game for Rehabilitation of Patients With Upper Limb Deficits from Stroke: Case Study.

作者信息

LaPiana Nina, Duong Alvin, Lee Alex, Alschitz Leon, Silva Rafael M L, Early Jody, Bunnell Aaron, Mourad Pierre

机构信息

Department of Neurological Surgery, University of Washington, Seattle, WA, United States.

Nursing and Health Studies, University of Washington Bothell, Bothell, WA, United States.

出版信息

JMIR Rehabil Assist Technol. 2020 Sep 2;7(2):e17822. doi: 10.2196/17822.

Abstract

BACKGROUND

Upper limb functional deficits are common after stroke and result from motor weakness, ataxia, spasticity, spatial neglect, and poor stamina. Past studies employing a range of commercial gaming systems to deliver rehabilitation to stroke patients provided short-term efficacy but have not yet demonstrated whether or not those games are acceptable, that is, motivational, comfortable, and engaging, which are all necessary for potential adoption and use by patients.

OBJECTIVE

The goal of the study was to assess the acceptability of a smartphone-based augmented reality game as a means of delivering stroke rehabilitation for patients with upper limb motor function loss.

METHODS

Patients aged 50 to 70 years, all of whom experienced motor deficits after acute ischemic stroke, participated in 3 optional therapy sessions using augmented reality therapeutic gaming over the course of 1 week, targeting deficits in upper extremity strength and range of motion. After completion of the game, we administered a 16-item questionnaire to the patients to assess the game's acceptability; 8 questions were answered by rating on a scale from 1 (very negative experience) to 5 (very positive experience); 8 questions were qualitative.

RESULTS

Patients (n=5) completed a total of 23 out of 45 scheduled augmented reality game sessions, with patient fatigue as the primary factor for uncompleted sessions. Each patient consented to 9 potential game sessions and completed a mean of 4.6 (SE 1.3) games. Of the 5 patients, 4 (80%) completed the questionnaire at the end of their final gaming session. Of note, patients were motivated to continue to the end of a given gaming session (mean 4.25, 95% CI 3.31-5.19), to try other game-based therapies (mean 3.75, 95% CI 2.81-4.69), to do another session (mean 3.50, 95% CI 2.93-4.07), and to perform other daily rehabilitation exercises (mean 3.25, 95% CI 2.76-3.74). In addition, participants gave mean scores of 4.00 (95% CI 2.87-5.13) for overall experience; 4.25 (95% CI 3.31-5.19) for comfort; 3.25 (95% CI 2.31-4.19) for finding the study fun, enjoyable, and engaging; and 3.50 (95% CI 2.52-4.48) for believing the technology could help them reach their rehabilitation goals. For each of the 4 patients, their reported scores were statistically significantly higher than those generated by a random sampling of values (patient 1: P=.04; patient 2: P=.04; patient 4: P=.004; patient 5: P=.04).

CONCLUSIONS

Based on the questionnaire scores, the patients with upper limb motor deficits following stroke who participated in our case study found our augmented reality game motivating, comfortable, engaging, and tolerable. Improvements in augmented reality technology motivated by this case study may one day allow patients to work with improved versions of this therapy independently in their own home. We therefore anticipate that smartphone-based augmented reality gaming systems may eventually provide useful postdischarge self-treatment as a supplement to professional therapy for patients with upper limb deficiencies from stroke.

摘要

背景

中风后上肢功能障碍很常见,是由运动无力、共济失调、痉挛、空间忽视和耐力差导致的。过去的研究使用一系列商业游戏系统为中风患者提供康复治疗,虽显示出短期疗效,但尚未证明这些游戏是否可接受,即是否具有激励性、舒适性和吸引力,而这些对于患者可能采用和使用该游戏至关重要。

目的

本研究的目的是评估一款基于智能手机的增强现实游戏作为为上肢运动功能丧失患者提供中风康复手段的可接受性。

方法

年龄在50至70岁之间、均在急性缺血性中风后出现运动功能障碍的患者,在1周内参加了3次使用增强现实治疗游戏的可选治疗课程,针对上肢力量和活动范围的缺陷进行训练。游戏结束后,我们向患者发放了一份包含16个条目的问卷,以评估游戏的可接受性;8个问题通过从1(非常负面的体验)到5(非常正面的体验)的评分来回答;8个问题是定性的。

结果

患者(n = 5)在45次预定的增强现实游戏课程中总共完成了23次,未完成课程的主要原因是患者疲劳。每位患者同意参加9次潜在的游戏课程,平均完成4.6(标准误1.3)次游戏。5名患者中有4名(80%)在最后一次游戏课程结束时完成了问卷。值得注意的是,患者有动力持续到给定游戏课程结束(平均4.25,95%可信区间3.31 - 5.19),尝试其他基于游戏的治疗方法(平均3.75,95%可信区间2.81 - 4.69),再进行一次课程(平均3.50,95%可信区间2.93 - 4.07),以及进行其他日常康复锻炼(平均3.25,95%可信区间2.76 - 3.74)。此外,参与者对总体体验的平均评分为4.00(95%可信区间2.87 - 5.13);舒适度评分为4.25(95%可信区间3.31 - 5.19);认为该研究有趣、愉快且有吸引力的评分为3.25(95%可信区间2.31 - 4.19);相信该技术能帮助他们实现康复目标的评分为3.50(95%可信区间2.52 - 4.48)。对于4名患者中的每一位,他们报告的分数在统计学上显著高于随机抽样值产生的分数(患者1:P = 0.04;患者2:P = 0.04;患者4:P = 0.004;患者5:P = 0.04)。

结论

根据问卷分数,参与我们案例研究的中风后上肢运动功能障碍患者发现我们的增强现实游戏具有激励性、舒适性、吸引力且可耐受。受此案例研究推动的增强现实技术的改进,可能有一天会让患者能够在自己家中独立使用改进版的这种治疗方法。因此,我们预计基于智能手机的增强现实游戏系统最终可能为中风后上肢功能缺陷患者提供有用的出院后自我治疗,作为专业治疗的补充。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/1e5e/7495251/8ad58d9fc9fb/rehab_v7i2e17822_fig1.jpg

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