Feasibility of, Adherence to, and Satisfaction With Video Game Versus Traditional Self-Training of the Upper Extremity in People With Chronic Stroke: A Pilot Randomized Controlled Trial.
Journal
The American journal of occupational therapy : official publication of the American Occupational Therapy Association
ISSN: 0272-9490
Titre abrégé: Am J Occup Ther
Pays: United States
ID NLM: 7705978
Informations de publication
Date de publication:
Historique:
entrez:
7
3
2019
pubmed:
7
3
2019
medline:
18
6
2019
Statut:
ppublish
Résumé
We compared the feasibility of, adherence to, and satisfaction with a newly developed upper extremity (UE) self-training protocol using commercial video games with a traditional self-training program for people with chronic stroke. Twenty-four participants with mild to moderate UE weakness were randomized to a video game (n = 13) or traditional (n = 11) self-training program. Participants were requested to train 60 min/day, 6×/wk. During the 5-wk self-training program and 4-wk follow-up, participants documented their self-training time and rated their perceived enjoyment and exertion. Eleven participants completed video game training; 9 completed traditional self-training. During the follow-up period, 8 participants (72.7%) continued the video game training, and 4 (44.4%) continued traditional training. Perceived enjoyment, satisfaction, and benefit for UE improvement were relatively high. Participants demonstrated high adherence to and satisfaction with both self-training programs. More participants continued to play video games after the intervention, indicating its potential to maintain ongoing activity.
Identifiants
pubmed: 30839263
doi: 10.5014/ajot.2019.026799
doi:
Types de publication
Journal Article
Randomized Controlled Trial
Langues
eng
Sous-ensembles de citation
IM
Pagination
7301205080p1-7301205080p14Informations de copyright
Copyright © 2019 by the American Occupational Therapy Association, Inc.