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基于人工智能的视频游戏系统对中风患者吞咽困难的影响:一项随机对照试验。

Effect of artificial intelligence-based video-game system on dysphagia in patients with stroke: A randomized controlled trial.

作者信息

Zhang Bohan, Wong Ka Po, Liu Mingyue, Hui Vivian, Guo Cai, Liu Zihan, Liu Yue, Xiao Qian, Qin Jing

机构信息

Center for Smart Health, School of Nursing, The Hong Kong Polytechnic University, Hong Kong, China.

Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong, China.

出版信息

Clin Nutr. 2025 Feb;45:81-90. doi: 10.1016/j.clnu.2024.12.022. Epub 2024 Dec 25.

Abstract

BACKGROUND AND AIMS

Post-stroke dysphagia is highly prevalent and causes complication. While video games have demonstrated potential to increase patient engagement in rehabilitation, their efficacy in stroke patients with dysphagia remains unclear. This aim of this study was to explore the effectiveness of the artificial intelligence-based video-game (AI-VG) intervention in improving swallowing function among stroke patients with dysphagia.

METHODS

A prospective, single blinded, randomized controlled trial (RCT) was conducted in a rehabilitation hospital from October 2023 to July 2024. Participants were randomly assigned to either the AI-VG system group or the usual care group. All participants received training for 30 min per session per day, five times per week for 4 weeks. The primary outcome was change in swallowing function from baseline (T0) to post-intervention (T1) and 1 month follow-up (T2). Secondary outcomes included changes in laryngeal function, oral intake function, nutritional status, and swallowing-related quality of life. The adherence, satisfaction, and acceptance of the two groups were evaluated. Changes in outcomes over time were compared using generalized estimating equation modeling.

RESULTS

A total of 84 participants (AI-VG group = 42, age = 65.00 ± 9.70 years, 57.10 % male; usual care group = 42, age = 66.40 ± 13.10 years, 69.00 % male) were included in this study. Compared with the usual care group, the AI-VG group showed significantly improved swallowing function, with a mean group difference of 4.02 (95 % CI = from -6.16 to -1.89, P < 0.001) at T1 and 4.14 (95 % CI = from -6.16 to 2.12, P < 0.001) at T2. Oral intake function, nutritional status, and swallowing-related quality of life improved significantly (P < 0.001 for overall group × time interaction). Adherence was significantly higher in the intervention group than in the control group (median [IQR], 18.00 [17.00-20.00] vs. 16.00 [15.00-17.00], P < 0.001). The intervention group had higher levels of acceptance and satisfaction of AI-VG (103.00 [100.50-104.00] and 73.00 [72.00-74.00], respectively). No significant difference was observed in laryngeal function (P > 0.05).

CONCLUSIONS

The AI-VG intervention is an effective method for enhancing swallowing function in patients with post-stroke dysphagia. Future validation through multicenter, large-sample RCTs are warranted to confirm the findings and explore broader clinical applications.

CLINICAL TRIAL REGISTRATION

ClinicalTrials. Gov Identifier: NCT05978700, https://clinicaltrials.gov/study/NCT05978700.

摘要

背景与目的

中风后吞咽困难非常普遍,并会引发并发症。虽然电子游戏已显示出提高患者康复参与度的潜力,但其对中风吞咽困难患者的疗效仍不明确。本研究旨在探讨基于人工智能的电子游戏(AI-VG)干预对改善中风吞咽困难患者吞咽功能的有效性。

方法

于2023年10月至2024年7月在一家康复医院进行了一项前瞻性、单盲、随机对照试验(RCT)。参与者被随机分配到AI-VG系统组或常规护理组。所有参与者每天接受每次30分钟的训练,每周5次,共4周。主要结局是从基线(T0)到干预后(T1)以及1个月随访(T2)时吞咽功能的变化。次要结局包括喉功能、经口进食功能、营养状况以及与吞咽相关的生活质量的变化。评估了两组的依从性、满意度和接受度。使用广义估计方程模型比较了结局随时间的变化。

结果

本研究共纳入84名参与者(AI-VG组=42名,年龄=65.00±9.70岁,男性占57.10%;常规护理组=42名,年龄=66.40±13.10岁,男性占69.00%)。与常规护理组相比,AI-VG组的吞咽功能显著改善,T1时组间平均差异为4.02(95%CI=-6.16至-1.89,P<0.001),T2时为4.14(95%CI=-6.1至-到2.12,P<0.001)。经口进食功能、营养状况以及与吞咽相关的生活质量显著改善(总体组×时间交互作用,P<0.001)。干预组的依从性显著高于对照组(中位数[四分位间距],18.00[17.00-20.00]对16.00[15.00-17.00],P<0.001)。干预组对AI-VG的接受度和满意度更高(分别为103.00[100.至104.00]和73.00[72.00-74.00])。喉功能未观察到显著差异(P>0.05)。

结论

AI-VG干预是增强中风后吞咽困难患者吞咽功能的有效方法。未来有必要通过多中心、大样本RCT进行验证,以证实研究结果并探索更广泛的临床应用。

临床试验注册

ClinicalTrials.gov标识符:NCT05978700,https://clinicaltrials.gov/study/NCT05978700

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