Feasibility of a home-based home videogaming intervention with a family-centered approach for children with cerebral palsy: a randomized multiple baseline single-case experimental design.

IF 5.2 2区 医学 Q1 ENGINEERING, BIOMEDICAL
Daniela Chan-Víquez, Heilyn Fernández-Huertas, Carles Montserrat-Gonzalez, Ajmal Khan, Darcy Fehlings, Sarah Munce, F Virginia Wright, Elaine Biddiss
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引用次数: 0

Abstract

Background: Worldwide, children with cerebral palsy (CP) living in underserved communities face barriers to accessing motor therapy services. This study assessed the implementation and effectiveness of an 8-week, upper limb (UL) home-based intervention with a movement-tracking videogame (Bootle Blast) in Costa Rican children with CP.

Methods: Children established a weekly playtime goal and two UL activities of daily living (ADLs) that they would like to improve on. A multiple-baseline, single-case experimental design, was used with the Performance Quality Rating Scale (PQRS) as the repeated measure to track changes in performance of the selected ADLs between the baseline (usual care) and intervention (Bootle Blast) phases. The Canadian Occupational Performance Measure (COPM), the Box and Blocks Test (BBT) and the Children's Hand-Use Experience Questionnaire (CHEQ) were collected before and after the intervention. Technical barriers were documented during weekly video calls with a monitoring therapist. Treatment effect size, slope changes and percentage of non-overlapping data were identified for the PQRS. Descriptive statistics summarized results for the BBT, CHEQ, videogame logs (e.g., playtime) and technical barriers.

Results: Fifteen children participated and 13 completed the intervention. Both participants who dropped out did so after completing baseline assessments, but before experiencing Bootle Blast. Children's mean active playtime (i.e., mini-games targeting the UL) across the 8-weeks was 377 min, while mean total time spent engaging with Bootle Blast (active + passive play time [e.g., time navigating menus, reviewing rewards]) was 728 min. In total, eight technical issues (from five children) were reported, and all but three were resolved within 48 h. Partial effectiveness was associated with the intervention. Specifically, 85% of participants improved on the PQRS and 69% achieved clinically important improvements ≥ 2 points in performance on the COPM. Children improved by 1.8 blocks on average on the BBT, while on the CHEQ, five children had a clinically important increase of 10% of the total number of UL activities performed with both hands.

Conclusion: Bootle Blast is a feasible and effective option to facilitate access and engage children with cerebral palsy in UL home rehabilitation. Trial registration Trial registration number: NCT05403567.

以家庭为中心的脑瘫儿童家庭视频游戏干预的可行性:随机多基线单例实验设计。
背景:在世界范围内,生活在服务不足社区的脑瘫(CP)儿童在获得运动治疗服务方面面临障碍。本研究评估了一项为期 8 周的上肢(UL)家庭干预措施的实施情况和效果,该干预措施在哥斯达黎加的 CP 儿童中使用了运动追踪电子游戏(Bootle Blast):方法:儿童确定了每周游戏时间目标和他们希望改善的两项 UL 日常生活活动 (ADL)。采用多基线、单病例实验设计,以表现质量评定量表(PQRS)作为重复测量方法,跟踪基线(常规护理)和干预(Bootle Blast)阶段之间所选 ADL 的表现变化。在干预前后,还收集了加拿大职业表现量表(COPM)、盒积木测试(BBT)和儿童手部使用体验问卷(CHEQ)。在每周与监测治疗师的视频通话中记录了技术障碍。确定了 PQRS 的治疗效果大小、斜率变化和非重叠数据的百分比。描述性统计汇总了BBT、CHEQ、视频游戏日志(如游戏时间)和技术障碍的结果:15 名儿童参加了干预活动,其中 13 人完成了干预活动。两名退出的参与者都是在完成基线评估后,但在体验 Bootle Blast 之前退出的。儿童在 8 周内的平均主动游戏时间(即针对 UL 的小游戏)为 377 分钟,而参与 Bootle Blast 的平均总时间(主动游戏时间+被动游戏时间[如浏览菜单、查看奖励])为 728 分钟。共报告了 8 个技术问题(来自 5 名儿童),除 3 个问题外,其他问题均在 48 小时内得到解决。具体来说,85% 的参与者在 PQRS 方面有所改善,69% 的参与者在 COPM 方面取得了临床重要改善,改善幅度≥ 2 分。儿童在BBT上平均提高了1.8个区块,而在CHEQ上,有5名儿童用双手完成UL活动的总次数提高了10%,具有重要的临床意义:结论:Bootle Blast 是促进脑瘫儿童参与 UL 家庭康复的可行且有效的选择。试验注册 试验注册号:NCT05403567:NCT05403567.
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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来源期刊
Journal of NeuroEngineering and Rehabilitation
Journal of NeuroEngineering and Rehabilitation 工程技术-工程:生物医学
CiteScore
9.60
自引率
3.90%
发文量
122
审稿时长
24 months
期刊介绍: Journal of NeuroEngineering and Rehabilitation considers manuscripts on all aspects of research that result from cross-fertilization of the fields of neuroscience, biomedical engineering, and physical medicine & rehabilitation.
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