Hashim N A, Abd Razak N A, Gholizadeh H, Abu Osman N A
Department of Biomedical Engineering, Faculty of Engineering, Kuala Lumpur, Malaysia.
Ottawa Hospital Research Institute, Ottawa, ON, Canada.
JMIR Serious Games. 2021 Feb 4;9(1):e17017. doi: 10.2196/17017.
Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand. It can be achieved through repetitive muscle training that is usually very exhausting and often results in considerable reduction in patient motivation. Previous studies have shown that a playful concept in rehabilitation can increase patient engagement and perseverance.
This study investigated whether the inclusion of video games in the upper limb amputee rehabilitation protocol could have a beneficial impact for muscle preparation, coordination, and patient motivation among individuals who have undergone transradial upper limb amputation.
Ten participants, including five amputee participants and five able-bodied participants, were enrolled in 10 1-hour sessions within a 4-week rehabilitation program. In order to investigate the effects of the rehabilitation protocol used in this study, virtual reality box and block tests and electromyography (EMG) assessments were performed. Maximum voluntary contraction was measured before, immediately after, and 2 days after interacting with four different EMG-controlled video games. Participant motivation was assessed with the Intrinsic Motivation Inventory (IMI) questionnaire and user evaluation survey.
Survey analysis showed that muscle strength and coordination increased at the end of training for all the participants. The results of Pearson correlation analysis indicated that there was a significant positive association between the training period and the box and block test score (r=0.95, P<.001). The maximum voluntary contraction increment was high before training (6.8%) and in the follow-up session (7.1%), but was very small (2.1%) shortly after the training was conducted. The IMI assessment showed high scores for the subscales of interest, perceived competence, choice, and usefulness, but low scores for pressure and tension.
This study demonstrated that video games enhance motivation and adherence in an upper limb amputee rehabilitation program. The use of video games could be seen as a complementary approach for physical training in upper limb amputee rehabilitation.
大脑可塑性是假肢使用中的一个重要因素。这种可塑性有助于大脑适应学习控制假手所需的新运动和协调模式。它可以通过重复性肌肉训练来实现,而这种训练通常非常耗费体力,并且常常导致患者积极性大幅下降。先前的研究表明,康复过程中的趣味性概念可以提高患者的参与度和毅力。
本研究调查了在上肢截肢者康复方案中加入电子游戏是否会对经桡骨上肢截肢者的肌肉准备、协调性和患者积极性产生有益影响。
10名参与者,包括5名截肢参与者和5名健全参与者,参加了为期4周的康复计划中的10次1小时课程。为了研究本研究中使用的康复方案的效果,进行了虚拟现实方块测试和肌电图(EMG)评估。在与四款不同的肌电控制电子游戏互动之前、之后立即以及之后2天测量最大自主收缩。使用内在动机量表(IMI)问卷和用户评价调查评估参与者的积极性。
调查分析表明,所有参与者在训练结束时肌肉力量和协调性均有所提高。Pearson相关分析结果表明,训练时间与方块测试得分之间存在显著正相关(r = 0.95,P <.001)。训练前最大自主收缩增量较高(6.8%),随访时也较高(7.1%),但训练刚结束后增量非常小(2.1%)。IMI评估显示,在兴趣、感知能力、选择和有用性等子量表上得分较高,但在压力和紧张子量表上得分较低。
本研究表明,电子游戏可提高上肢截肢者康复计划中的积极性和依从性。电子游戏的使用可被视为上肢截肢者康复中体育训练的一种补充方法。