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A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study.

作者信息

Allegue Dorra Rakia, Kairy Dahlia, Higgins Johanne, Archambault Philippe S, Michaud Francois, Miller William C, Sweet Shane N, Tousignant Michel

机构信息

School of Rehabilitation, Université de Montréal, Montreal, QC, Canada.

The Centre for Interdisciplinary Research in Rehabilitation of Greater Montreal, Institut universitaire sur la réadaptation en déficience physique de Montréal, Montreal, QC, Canada.

出版信息

JMIR Serious Games. 2021 Aug 31;9(3):e26153. doi: 10.2196/26153.


DOI:10.2196/26153
PMID:34132649
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8441601/
Abstract

BACKGROUND: In Canada, only 11% of stroke survivors have access to outpatient and community-based rehabilitation after discharge from inpatient rehabilitation. Hence, innovative community-based strategies are needed to provide adequate postrehabilitation services. The VirTele program, which combines virtual reality exergames and a telerehabilitation app, was developed to provide stroke survivors with residual upper extremity deficits, the opportunity to participate in a personalized home rehabilitation program. OBJECTIVE: This study aims to determine the feasibility of VirTele for remote upper extremity rehabilitation in a chronic stroke survivor; explore the preliminary efficacy of VirTele on upper extremity motor function, the amount and quality of upper extremity use, and impact on quality of life and motivation; and explore the determinants of behavioral intention and use behavior of VirTele along with indicators of empowerment. METHODS: A 63-year-old male stroke survivor (3 years) with moderate upper extremity impairment participated in a 2-month VirTele intervention. He was instructed to use exergames (5 games for upper extremity) for 30 minutes, 5 times per week, and conduct videoconference sessions with a clinician at least once per week. Motivational interviewing was incorporated into VirTele to empower the participant to continue exercising and use his upper extremities in everyday activities. Upper extremity motor function (Fugl-Meyer Assessment-upper extremity), amount and quality of upper extremity use (Motor Activity Log-30), and impact on quality of life (Stroke Impact Scale-16) and motivation (Treatment Self-Regulation Questionnaire-15) were measured before (T1), after (T2) VirTele intervention, and during a 1- (T3) and 2-month (T4) follow-up period. Qualitative data were collected through logs and semistructured interviews. Feasibility data (eg, number and duration of videoconference sessions and adherence) were documented at the end of each week. RESULTS: The participant completed 48 exergame sessions (33 hours) and 8 videoconference sessions. Results suggest that the VirTele intervention and the study protocol could be feasible for stroke survivors. The participant exhibited clinically meaningful improvements at T2 on the Fugl-Meyer and Stroke Impact Scale-16 and maintained these gains at T3 and T4. During the follow-up periods, the amount and quality of upper extremity use showed meaningful changes, suggesting more involvement of the affected upper extremity in daily activities. The participant demonstrated a high level of autonomous motivation, which may explain his adherence. Performance, effort, and social influence have meaningful weights in the behavioral intention of using VirTele. However, the lack of control of technical and organizational infrastructures may influence the long-term use of technology. At the end of the intervention, the participant demonstrated considerable empowerment at both the behavioral and capacity levels. CONCLUSIONS: VirTele was shown to be feasible for use in chronic stroke survivors for remote upper extremity rehabilitation. Meaningful determinants of behavioral intention and use behavior of VirTele were identified, and preliminary efficacy results are promising. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/14629.

摘要
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6015/8441601/9e2ec84c8487/games_v9i3e26153_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6015/8441601/9f9cd9e6ba01/games_v9i3e26153_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6015/8441601/51b1700d5b8e/games_v9i3e26153_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6015/8441601/9e2ec84c8487/games_v9i3e26153_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6015/8441601/9f9cd9e6ba01/games_v9i3e26153_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6015/8441601/51b1700d5b8e/games_v9i3e26153_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/6015/8441601/9e2ec84c8487/games_v9i3e26153_fig3.jpg

相似文献

[1]
A Personalized Home-Based Rehabilitation Program Using Exergames Combined With a Telerehabilitation App in a Chronic Stroke Survivor: Mixed Methods Case Study.

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[2]
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[3]
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[4]
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[5]
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[6]
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[7]
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[8]
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[9]
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[10]
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引用本文的文献

[1]
Stroke patients' knowledge, attitudes, and practices regarding home-based exercise and psychological rehabilitation programs.

Front Med (Lausanne). 2025-6-26

[2]
Virtual reality exergames for enhancing engagement in stroke rehabilitation: A narrative review.

Heliyon. 2024-9-6

[3]
Effects of kinesio taping combined with upper extremity function training home program on upper limb function and self-efficacy in stroke patients: An experimental study.

Medicine (Baltimore). 2024-7-26

[4]
Mixed Reality Platforms in Telehealth Delivery: Scoping Review.

JMIR Biomed Eng. 2023-3-24

[5]
Behavior Change Approaches in Digital Technology-Based Physical Rehabilitation Interventions Following Stroke: Scoping Review.

J Med Internet Res. 2024-4-24

[6]
Feasibility and Effectiveness of a Personalized Home-Based Motor-Cognitive Training Program in Community-Dwelling Older Adults: Protocol for a Pragmatic Pilot Randomized Controlled Trial.

JMIR Res Protoc. 2023-11-9

[7]
The use of home-based digital technology to support post-stroke upper limb rehabilitation: A scoping review.

Clin Rehabil. 2024-1

[8]
An analysis of clinical outcomes and essential parameters for designing effective games for upper limb rehabilitation: A scoping review.

Health Sci Rep. 2023-5-11

[9]
Use of the Digital Assistant Vigo in the Home Environment for Stroke Recovery: Focus Group Discussion With Specialists Working in Neurorehabilitation.

JMIR Rehabil Assist Technol. 2023-4-14

[10]
Lessons Learned From Clinicians and Stroke Survivors About Using Telerehabilitation Combined With Exergames: Multiple Case Study.

JMIR Rehabil Assist Technol. 2022-9-15

本文引用的文献

[1]
A meta-analysis based modified unified theory of acceptance and use of technology (meta-UTAUT): a review of emerging literature.

Curr Opin Psychol. 2020-12

[2]
Optimization of Upper Extremity Rehabilitation by Combining Telerehabilitation With an Exergame in People With Chronic Stroke: Protocol for a Mixed Methods Study.

JMIR Res Protoc. 2020-5-21

[3]
Implementing Telerehabilitation After Stroke: Lessons Learned from Canadian Trials.

Telemed J E Health. 2020-6

[4]
What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews.

J Med Internet Res. 2019-9-16

[5]
Reliability of remote evaluation for the Fugl-Meyer assessment and the action research arm test in hemiparetic patients after stroke.

Top Stroke Rehabil. 2018-9

[6]
The evaluation of non-use of the upper limb in chronic hemiparesis is influenced by the level of motor impairment and difficulty of the activities-proposal of a new version of the Motor Activity Log.

Physiother Theory Pract. 2018-4-16

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Virtual reality for stroke rehabilitation.

Cochrane Database Syst Rev. 2017-11-20

[8]
Health behaviour: Current issues and challenges.

Psychol Health. 2017-8

[9]
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

[10]
The role of virtual reality in improving motor performance as revealed by EEG: a randomized clinical trial.

J Neuroeng Rehabil. 2017-6-7

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