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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

    1. [1] Tel Aviv University

      Tel Aviv University

      Israel

    2. [2] Tel Aviv Sourasky Medical Center

      Tel Aviv Sourasky Medical Center

      Israel

    3. [3] Department of Neurological Rehabilitation, Chaim Sheba Medical Center at Tel-HaShomer
  • Localización: American Journal of Occupational Therapy, ISSN 0272-9490, Vol. 73, Nº. 1, 2019
  • Idioma: inglés
  • Texto completo no disponible (Saber más ...)
  • Resumen
    • OBJECTIVE. 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.

      METHOD. 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.

      RESULTS. 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.

      CONCLUSIONS. 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.


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