Game-Based Home Exercise Programs in Chronic Stroke: A Feasibility Study
Status: | Completed |
---|---|
Conditions: | Neurology |
Therapuetic Areas: | Neurology |
Healthy: | No |
Age Range: | 45 - 85 |
Updated: | 10/12/2018 |
Start Date: | September 21, 2017 |
End Date: | September 30, 2018 |
Study will look at the effect of a game-based, task-oriented home exercise program on
adherence in persons with chronic (> 6 months post) stroke as compared to a standard home
exercise program. The study will also look at the effect of a game-based, task-oriented home
exercise program on upper extremity motor function and occupational performance in persons
with chronic (> 6 months post) stroke as compared to a standard home exercise program.
Finally, the study will look at barriers and facilitators to successful use of the
game-based, task-oriented home exercise program in the home setting.
adherence in persons with chronic (> 6 months post) stroke as compared to a standard home
exercise program. The study will also look at the effect of a game-based, task-oriented home
exercise program on upper extremity motor function and occupational performance in persons
with chronic (> 6 months post) stroke as compared to a standard home exercise program.
Finally, the study will look at barriers and facilitators to successful use of the
game-based, task-oriented home exercise program in the home setting.
Approximately 26% of stroke survivors are still fully dependent in activities of daily living
(ADLs) when they enter the chronic phase at 6-months post stroke, and over half have
hemiparesis that impacts upper extremity motor function. Exercise and activity in the chronic
phase of stroke are essential in reducing disability, improving balance, increasing mobility,
and improving overall quality of life. Without regular activity and exercise in the chronic
phase, survivors are at risk for a developing comorbid conditions (e.g., diabetes) and
experiencing a recurrent stroke. Unfortunately, people with stroke report many barriers to
exercise, such as fatigue or pain, and lack of motivation and engagement. A promising
solution may lie in interactive video games and virtual reality (VR), which have been used as
intervention tools to potentially increase patient engagement and adherence, over the past 15
years. The investigators have developed an interactive, customized VR system called Mystic
Isle that has shown to be feasible for general home-based rehabilitation. Mystic Isle
utilizes portable, low-cost technology (the Microsoft Kinect® sensor, Microsoft) and can
provide a customized program with remote monitoring by an occupational therapist (OT). This
study will explore the preliminary effect of the game-based home program on adherence to a
home program in comparison to a control. It will also explore the barriers and facilitators
to home use of a virtual reality-based intervention.
(ADLs) when they enter the chronic phase at 6-months post stroke, and over half have
hemiparesis that impacts upper extremity motor function. Exercise and activity in the chronic
phase of stroke are essential in reducing disability, improving balance, increasing mobility,
and improving overall quality of life. Without regular activity and exercise in the chronic
phase, survivors are at risk for a developing comorbid conditions (e.g., diabetes) and
experiencing a recurrent stroke. Unfortunately, people with stroke report many barriers to
exercise, such as fatigue or pain, and lack of motivation and engagement. A promising
solution may lie in interactive video games and virtual reality (VR), which have been used as
intervention tools to potentially increase patient engagement and adherence, over the past 15
years. The investigators have developed an interactive, customized VR system called Mystic
Isle that has shown to be feasible for general home-based rehabilitation. Mystic Isle
utilizes portable, low-cost technology (the Microsoft Kinect® sensor, Microsoft) and can
provide a customized program with remote monitoring by an occupational therapist (OT). This
study will explore the preliminary effect of the game-based home program on adherence to a
home program in comparison to a control. It will also explore the barriers and facilitators
to home use of a virtual reality-based intervention.
Inclusion Criteria:
- Stroke Subjects
1. Have a cerebrovascular accident diagnosis at least 6 months prior to study
enrollment
2. Age 45-85
3. Can comprehend English
4. Have an internet connection in the home
5. Mini Mental Status Examination score > 24 (no more than mild cognitive deficits)
6. Mild to moderate motor deficits (range of motion screening- > 45 degrees shoulder
flexion, some wrist movement, partial extension of the fingers)
7. Functional balance (Berg Balance Scale score > 45)
- Caregivers:
1. Provide care or support to a subject that is participating in this research
study. This person does not need to be related to the stroke subject.
2. Over the age of 18
3. Can comprehend English
Exclusion Criteria:
- Stroke Subject:
1. A medical condition that prevents interaction with a television or video games
2. Receiving occupational or physical therapy services at the time of study
involvement
- Caregiver: NONE
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