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一种用于帕金森病构音障碍患者言语训练的严肃游戏:探索治疗效果和患者满意度。

A serious game for speech training in dysarthric speakers with Parkinson's disease: Exploring therapeutic efficacy and patient satisfaction.

机构信息

Centre for Language Studies, Radboud University Nijmegen, Nijmegen, the Netherlands.

Centre for Language and Speech Technology, Radboud University Nijmegen, Nijmegen, the Netherlands.

出版信息

Int J Lang Commun Disord. 2022 Jul;57(4):808-821. doi: 10.1111/1460-6984.12722. Epub 2022 Mar 26.

DOI:10.1111/1460-6984.12722
PMID:35338751
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9543756/
Abstract

BACKGROUND

The increasing need for speech therapy due to our ageing population raises the demand on therapeutical resources. To meet this demand, innovative delivery of speech training is required. eHealth applications may provide a solution, as intensified and prolonged training is only possible and affordable in patients' home environment.

AIMS

This study explores the effects on speech intelligibility of game-based speech training that provides automatic feedback on loudness, pitch and pronunciation. Additionally, we investigate how satisfied patients are with the game-based speech training and how they experience the automatic feedback. Furthermore, patients' preferences for game-based speech training compared with face-to-face training are explored.

METHODS AND PROCEDURES

Eight adult dysarthric speakers with Parkinson's disease (PD) completed a 4-week game-based speech training in their home environment. For each speaker, 24 speech utterances were audio recorded 4 weeks before (T1), immediately before (T2) and immediately after (T3) the training. All speech samples were rated on speech intelligibility by 10 untrained listeners, by comparing them with the corresponding utterances realized by a healthy speaker. Changes over time were analysed using a linear mixed-effects analysis. Patient satisfaction with the game and the automatic feedback was assessed using a questionnaire. The preferences of patients were collected using a paired comparisons procedure in which the patients were asked whether they would prefer game-based or face-to-face speech training in four hypothetical scenarios with different hypothesized levels of speech improvement.

OUTCOMES AND RESULTS

While there was no significant difference in speech intelligibility ratings between T1 and T2, we did find one between T2 and T3. At T3, speech intelligibility was rated higher than at T2, indicating positive effects of the game-based speech training. Patients generally seemed satisfied with the game as average ratings were above 7 on a 10-point rating scale. Generally, patients agreed with the automatic feedback and could use it to positively change the way they spoke. Patients prefer the training that provides the highest hypothetical improvement, and thus do not prefer face-to-face above game-based therapy.

CONCLUSIONS AND IMPLICATIONS

The results of this study suggest that dysarthric speakers due to PD see game-based speech therapy as a valid alternative for face-to-face therapy and that it leads to an average improvement in speech intelligibility. For an optimal effect and user satisfaction it should preferably not be used in isolation but in combination with face-to-face training. In this manner, the strengths of both therapeutic deliveries can be harnessed.

WHAT THIS PAPER ADDS

What is already known on this subject Dysarthric speech in patients with PD is known to benefit from intensified and long-term speech therapy. The increasing need for speech therapy due to our ageing population raises the demand on therapeutical resources making highly frequent and long-term therapy difficult. eHealth provides the opportunity to intensify and prolong speech training in patients' home environment. A drill-and-practice method was employed and investigated in a web-based speech application, indicating positive effects on speech intelligibility. However, participants indicated a lack of variation in exercises making the training less enjoyable. Other research showed that serious games can increase enjoyment during training. What this paper adds to existing knowledge The results of this study show that it is possible to develop a serious game that can be successfully used for speech training by patients with dysarthria due to PD. Comparing speech intelligibility ratings before and after training, we observed significant improvements in speech intelligibility ratings. Patients generally agree with the automatic feedback and can use it to positively change the way they speak. Average ratings were above 7 on a 10-point scale, indicating that patients are satisfied with the game. Patients prefer the type of training (game based or face to face) that provides the highest hypothetical improvement. What are the potential or actual clinical implications of this work? The results of this study suggest that game-based speech training can improve speech intelligibility in patients. This indicates that it can be considered a suitable approach in the treatment of patients with dysarthria due to PD. Patients do not prefer game-based training above face-to-face training in all scenarios. For that reason, for every patient one should carefully consider how to optimally combine game-based and face-to-face training.

摘要

背景

由于人口老龄化,对言语治疗的需求不断增加,这对治疗资源提出了更高的要求。为了满足这一需求,需要创新的言语训练方式。电子健康应用程序可能是一种解决方案,因为只有在患者的家庭环境中,才能实现强化和延长训练,并且这种训练在经济上也是可行的。

目的

本研究探讨基于游戏的言语训练对言语清晰度的影响,这种训练为响度、音高和发音提供自动反馈。此外,我们还研究了患者对基于游戏的言语训练的满意度,以及他们对自动反馈的体验。此外,还探讨了患者对基于游戏的言语训练与面对面训练的偏好。

方法和程序

8 名患有帕金森病的成年构音障碍患者(PD)在其家庭环境中完成了为期 4 周的基于游戏的言语训练。对于每位患者,在训练前(T1)、训练前(T2)和训练后(T3)分别录制了 24 个言语样本。由 10 名未接受过训练的听众对所有言语样本的言语清晰度进行评分,通过将其与健康说话者对应的言语样本进行比较。使用线性混合效应分析来分析随时间的变化。使用问卷评估患者对游戏和自动反馈的满意度。通过配对比较程序收集患者的偏好,其中患者被要求在四个不同的假设言语改善水平的假设情景中,选择他们更愿意接受基于游戏的言语训练还是面对面的言语训练。

结果

虽然 T1 和 T2 之间的言语清晰度评分没有显著差异,但 T2 和 T3 之间有显著差异。在 T3 时,言语清晰度评分高于 T2,表明基于游戏的言语训练有积极的效果。患者对游戏的满意度普遍较高,平均评分高于 10 分制的 7 分。一般来说,患者同意自动反馈,并可以使用它来积极改变他们的说话方式。患者更喜欢提供最高假设改善的训练,因此并不喜欢面对面的训练超过基于游戏的治疗。

结论和意义

本研究结果表明,由于 PD 导致的构音障碍患者可以将基于游戏的言语治疗视为一种有效的替代面对面治疗的方法,并且它可以提高言语清晰度。为了达到最佳效果和患者满意度,它最好不要单独使用,而是与面对面治疗相结合。通过这种方式,可以利用两种治疗方法的优势。

已知关于此主题的内容

由于帕金森病,构音障碍患者的言语已知可以从强化和长期言语治疗中受益。由于人口老龄化,对言语治疗的需求不断增加,这对治疗资源提出了更高的要求,使得高频次和长期治疗变得困难。电子健康提供了在患者家庭环境中强化和延长言语训练的机会。在一项基于网络的言语应用中,采用了一种练习和实践的方法,并进行了研究,表明对言语清晰度有积极影响。然而,参与者指出练习缺乏变化,使得训练不那么有趣。其他研究表明,严肃游戏可以提高训练时的乐趣。

本研究增加的新知识

本研究结果表明,有可能开发出一种严肃游戏,可以成功地用于患有 PD 的构音障碍患者的言语训练。通过比较训练前后的言语清晰度评分,我们观察到言语清晰度评分有显著提高。患者普遍同意自动反馈,并可以使用它来积极改变他们的说话方式。平均评分在 10 分制上高于 7 分,表明患者对游戏满意。患者更喜欢提供最高假设改善的训练类型(基于游戏或面对面)。

这项工作的潜在或实际临床意义是什么?本研究结果表明,基于游戏的言语训练可以提高患者的言语清晰度。这表明它可以被认为是治疗 PD 导致的构音障碍患者的一种合适方法。在所有情况下,患者都不喜欢基于游戏的训练超过面对面的训练。因此,对于每个患者,都应该仔细考虑如何最佳地结合基于游戏的和面对面的训练。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3e14/9543756/4739869f1ff2/JLCD-57-808-g003.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/3e14/9543756/c52dae03215d/JLCD-57-808-g002.jpg
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