Térémetz Maxime, Garcia Alvarez Alicia, Hanneton Sylvain, Roby-Brami Agnès, Roche Nicolas, Bensmail Djamel, Lindberg Påvel, Robertson Johanna V G
Institute of Psychiatry and Neuroscience of Paris, INSERM U1266, Université de Paris, Paris, France.
Physical Medicine and Rehabilitation Department, Raymond Poincaré Hospital, Garches, AP-HP. Université Paris Saclay, France; Team INSERM 1179, UFR de Santé Simone Veil, Université de Versailles Saint-Quentin, France.
Ann Phys Rehabil Med. 2022 May;65(3):101622. doi: 10.1016/j.rehab.2021.101622. Epub 2022 Feb 26.
Commercial gaming systems are increasingly being used for stroke rehabilitation; however, their effect on upper-limb recovery versus compensation is unknown.
We aimed to compare the effect of upper-limb rehabilitation using interactive gaming (Nintendo Wii) with dose-matched conventional therapy on elbow extension (recovery) and forward trunk motion (compensation) in individuals with chronic stroke. Secondary aims were to compare the effect on (1) clinical tests of impairment and activity, pain and effort, and (2) trajectory kinematics. We also explored arm and trunk motion (acceleration) during Wii sessions to understand how participants performed movements during Wii gaming.
This single-centre, randomized controlled trial compared 12 hourly sessions over 4 weeks of upper-limb Wii therapy to conventional therapy. Outcomes were evaluated at baseline and 4 weeks. The change in elbow extension and trunk motion during a reaching task was evaluated by electromagnetic sensors. Secondary outcomes were change in Fugl-Meyer assessment, Box and Block test, Action Research Arm Test, Motor Activity Log, and Stroke Impact Scale scores. Arm and trunk acceleration during Wii therapy was evaluated by using inertial sensors. A healthy control group was included for reference data.
Nineteen participants completed Wii therapy and 21 conventional therapy (mean [SD] time post-stroke 66.4 [57.2] months). The intervention and control groups did not differ in mean change in elbow extension angle (Wii: +4.5°, 95% confidence interval [CI] 0.1; 9.1; conventional therapy: +6.4°, 95%CI 0.6; 12.2) and forward trunk position (Wii: -3.3 cm, 95%CI -6.2;-0.4]; conventional therapy: -4.1 cm, 95%CI -6.6; -1.6) (effect size: elbow, d = 0.16, p = 0.61; trunk, d = 0.13, p = 0.65). Clinical scores improved similarly but to a small extent in both groups. The amount of arm but not trunk acceleration produced during Wii sessions increased with training.
Supervised upper-limb gaming therapy induced similar recovery of elbow extension as conventional therapy and did not enhance the development of compensatory forward trunk movement in individuals with chronic stroke. More sessions may be necessary to induce greater improvements.
GOV: NCT01806883.
商业游戏系统越来越多地用于中风康复;然而,它们对上肢恢复与代偿的影响尚不清楚。
我们旨在比较使用交互式游戏(任天堂Wii)进行上肢康复与剂量匹配的传统疗法对慢性中风患者肘部伸展(恢复)和躯干前向运动(代偿)的影响。次要目的是比较对(1)损伤和活动、疼痛和用力的临床测试,以及(2)轨迹运动学的影响。我们还在Wii训练期间探索了手臂和躯干运动(加速度),以了解参与者在Wii游戏期间的运动表现。
这项单中心随机对照试验比较了为期4周、每周12小时的上肢Wii疗法与传统疗法。在基线和4周时评估结果。通过电磁传感器评估伸手任务期间肘部伸展和躯干运动的变化。次要结果是Fugl-Meyer评估、箱块测试、动作研究手臂测试、运动活动日志和中风影响量表评分的变化。使用惯性传感器评估Wii疗法期间的手臂和躯干加速度。纳入一个健康对照组以获取参考数据。
19名参与者完成了Wii疗法,21名完成了传统疗法(中风后平均[标准差]时间为66.4[57.2]个月)。干预组和对照组在肘部伸展角度的平均变化(Wii组:+4.5°,95%置信区间[CI]0.1;9.1;传统疗法组:+6.4°,95%CI 0.6;12.2)和躯干前向位置(Wii组:-3.3厘米,95%CI -6.2;-0.4;传统疗法组:-4.1厘米,95%CI -6.6;-1.6)方面无差异(效应量:肘部,d = 0.16,p = 0.61;躯干,d = 0.13,p = 0.65)。两组临床评分均有类似改善,但程度较小。Wii训练期间产生的手臂加速度增加,而躯干加速度未增加。
在慢性中风患者中,有监督的上肢游戏疗法诱导的肘部伸展恢复与传统疗法相似,且未促进代偿性躯干前向运动的发展。可能需要更多疗程才能取得更大改善。
GOV:NCT01806883。