Home-based self-training using video-games: Preliminary data from a randomised controlled trial

D. Rand, A. Yacoby, R. Weiss, S. Reif, R. Malka, H. Weingarden, G. Zeilig
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引用次数: 7

Abstract

The feasibility of using video-games for self-training of the upper extremity and balance following stroke was assessed. Specifically we aimed to compare the (1) training time, (2) satisfaction and (3) effectiveness of a self-training program using video-games compared to a traditional self-training program. A single-blind randomized controlled trial with four assessments; two before and two following the 5-week self training intervention was conducted. The self-training intervention included playing video-games or performing traditional exercises for one hour a day, 5 times a week for 5 weeks. To date 12 participants completed the intervention. High levels of compliance and satisfaction with the intervention were found for both groups. Higher perceived exertion was reported for playing the video-games while standing which also improved standing balance. An overall improvement in upper extremity measures was seen. These preliminary findings are encouraging and we are still recruiting participants into the study.
利用视频游戏进行家庭自我训练:来自随机对照试验的初步数据
评估了使用视频游戏进行中风后上肢和平衡自我训练的可行性。具体来说,我们的目的是比较(1)训练时间,(2)满意度和(3)使用电子游戏的自我训练计划与传统自我训练计划的有效性。一项包含四项评估的单盲随机对照试验;两组在5周自我训练干预前进行,两组在干预后进行。自我训练干预包括玩电子游戏或进行传统锻炼,每天1小时,每周5次,持续5周。到目前为止,有12名参与者完成了干预。两组患者对干预的依从性和满意度均较高。据报道,站着玩电子游戏的人感觉更劳累,这也提高了站立平衡能力。观察到上肢测量的整体改善。这些初步发现令人鼓舞,我们仍在招募参与者参与研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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