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远程康复结合运动游戏对慢性卒中幸存者上肢的康复作用:一项可行性临床试验的初步结果

Rehabilitation of Upper Extremity by Telerehabilitation Combined With Exergames in Survivors of Chronic Stroke: Preliminary Findings From a Feasibility Clinical Trial.

作者信息

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

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 Rehabil Assist Technol. 2022 Jun 22;9(2):e33745. doi: 10.2196/33745.

DOI:10.2196/33745
PMID:35731560
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9260524/
Abstract

BACKGROUND

Exergames are increasingly being used among survivors of stroke with chronic upper extremity (UE) sequelae to continue exercising at home after discharge and maintain activity levels. The use of virtual reality exergames combined with a telerehabilitation app (VirTele) may be an interesting alternative to rehabilitate the UE sequelae in survivors of chronic stroke while allowing for ongoing monitoring with a clinician.

OBJECTIVE

This study aimed to determine the feasibility of using VirTele in survivors of chronic stroke at home and explore the impact of VirTele on UE motor function, quantity and quality of use, quality of life, and motivation in survivors of chronic stroke compared with conventional therapy.

METHODS

This study was a 2-arm feasibility clinical trial. Eligible participants were randomly allocated to an experimental group (receiving VirTele for 8 weeks) or a control group (receiving conventional therapy for 8 weeks). Feasibility was measured from the exergame and intervention logs completed by the clinician. Outcome measurements included the Fugl-Meyer Assessment-UE, Motor Activity Log-30, Stroke Impact Scale-16, and Treatment Self-Regulation Questionnaire-15, which were administered to both groups at four time points: time point 1 (T1; before starting the intervention), time point 2 (after the intervention), time point 3 (1 month after the intervention), and time point 4 (T4; 2 months after the intervention).

RESULTS

A total of 11 survivors of stroke were randomized and allocated to an experimental or a control group. At the onset of the COVID-19 pandemic, participants pursued the allocated treatment for 3 months instead of 8 weeks. VirTele intervention dose was captured in terms of time spent on exergames, frequency of use of exergames, total number of successful repetitions, and frequency of videoconference sessions. Technical issues included the loss of passwords, internet issues, updates of the system, and problems with the avatar. Overall, most survivors of stroke found the technology easy to use and useful, except for 9% (1/11) of participants. For the Fugl-Meyer Assessment-UE and Motor Activity Log-30, both groups exhibited an improvement in >50% of the participants, which was maintained over time (from time point 3 to T4). Regarding Stroke Impact Scale-16 scores, the control group reported improvement in activities of daily life (3/5, 60%), hand function (5/5, 100%), and mobility (2/5, 40%), whereas the experimental group reported varied and inconclusive results (from T1 to T4). For the Treatment Self-Regulation Questionnaire-15, 75% (3/4) of the experimental group demonstrated an increase in the autonomous motivation score (from T1 to time point 2), whereas, in the control group, this improvement was observed in only 9% (1/11) of participants.

CONCLUSIONS

The VirTele intervention constitutes another therapeutic alternative, in addition to conventional therapy, to deliver an intense personalized rehabilitation program for survivors of chronic stroke with UE sequelae.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.2196/14629.

摘要

背景

运动游戏越来越多地被用于患有慢性上肢(UE)后遗症的中风幸存者,以便他们出院后在家继续锻炼并维持活动水平。使用虚拟现实运动游戏结合远程康复应用程序(VirTele)可能是一种有趣的替代方法,用于康复慢性中风幸存者的UE后遗症,同时允许临床医生进行持续监测。

目的

本研究旨在确定在家中对慢性中风幸存者使用VirTele的可行性,并探讨与传统疗法相比,VirTele对慢性中风幸存者UE运动功能、使用量和质量、生活质量以及动机的影响。

方法

本研究是一项双臂可行性临床试验。符合条件的参与者被随机分配到实验组(接受VirTele治疗8周)或对照组(接受传统疗法治疗8周)。可行性通过临床医生完成的运动游戏和干预日志进行测量。结果测量包括Fugl-Meyer评估-UE、运动活动日志-30、中风影响量表-16和治疗自我调节问卷-15,在四个时间点对两组进行测量:时间点1(T1;干预开始前)、时间点2(干预后)、时间点3(干预后1个月)和时间点4(T4;干预后2个月)。

结果

共有11名中风幸存者被随机分组并分配到实验组或对照组。在COVID-19大流行开始时,参与者进行了3个月而不是8周的分配治疗。VirTele干预剂量通过在运动游戏上花费的时间、运动游戏的使用频率、成功重复的总数以及视频会议的频率来记录。技术问题包括密码丢失、网络问题、系统更新以及虚拟形象问题。总体而言,除9%(1/11)的参与者外,大多数中风幸存者认为该技术易于使用且有用。对于Fugl-Meyer评估-UE和运动活动日志-30,两组中超过50%的参与者表现出改善,且这种改善随时间维持(从时间点3到T4)。关于中风影响量表-16评分,对照组报告在日常生活活动(3/5,60%)、手部功能(5/5,100%)和移动性(2/5,40%)方面有所改善,而实验组报告的结果各不相同且无定论(从T1到T4)。对于治疗自我调节问卷-15,75%(3/4)的实验组自主动机得分增加(从T1到时间点2),而在对照组中,只有9%(1/11)的参与者有这种改善。

结论

除传统疗法外,VirTele干预为患有UE后遗症的慢性中风幸存者提供了另一种治疗选择,可提供强化的个性化康复计划。

国际注册报告识别码(IRRID):RR2-10.2196/14629

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