Neurotechnology-Based, Intensive, Supplementary Upper-Extremity Training for Inpatients With Subacute Stroke: Feasibility Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-02-13 DOI:10.2196/56397
Reut Binyamin-Netser, Shirley Handelzalts, Noy Goldhamer, Inbar Avni, Adi Tayer Yeshurun, Yogev Koren, Ofri Bibas Levy, Shilo Kramer, Simona Bar Haim, Lior Shmuelof
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引用次数: 0

Abstract

Background: Upper-extremity hemiparesis is a common and debilitating impairment after stroke, severely restricting stroke survivors' ability to participate in daily activities and function independently. Alarmingly, only a small percentage of stroke patients fully recover upper extremity function. Animal models indicate that high-dose upper extremity training during the early poststroke phase can significantly enhance motor recovery. However, translating such programs for human patients remains challenging due to resource limitations, patient compliance issues, and administrative constraints.

Objective: This study aimed to assess the feasibility and potential efficacy of an intensive, video game-based upper-extremity training protocol designed to improve movement quality during inpatient stroke rehabilitation. Additionally, it evaluated the resources required for this intervention. Specifically, the protocol provides high-intensity, high-dose training to facilitate motor recovery by engaging patients in targeted interactive exercises.

Methods: Twelve patients with upper-extremity hemiparesis completed a 4-week intensive training program comprising 40 sessions of 60 minutes; the training was conducted for 2 hours per day, 5 days per week. This was delivered in addition to standard care, which included 3 therapeutic sessions daily. Two video game-based platforms were used: one platform (tech 1) targeted proximal movements involving the shoulder and elbow, while the second platform (tech 2) emphasized distal movements of the wrist and fingers. Feasibility was assessed using the measure of time on task and measures of patients' motivation and engagement. Potential effectiveness was assessed using the Fugl-Meyer Assessment of the upper extremity (FMA-UE) scale, Action Research Arm Test (ARAT), and Stroke Impact Scale (SIS).

Results: Of the 12 patients, 8 completed the full protocol, 3 completed 34-38 sessions, and 1 completed 27 sessions. On average, patients actively engaged in exercises for 35 (SD 4) minutes per hour on the proximal platform (tech 1) and 37 (SD 2) minutes on the distal platform (tech 2). Patients reported high motivation and enjoyment throughout the sessions, with an Intrinsic Motivation Inventory enjoyment score of 6.49 (SD 0.66) out of 7. Pain levels were minimal, with a visual analogue scale (VAS) mean score of 2.00 (SD 2.32). Significant improvements were observed in motor function assessments: the mean improvement in FMA-UE score was 16.5 (SD 10.2) points, ARAT scores increased by 22.9 (SD 13.1) points, and the SIS Hand Function and Recovery score showed a mean delta of 1.23 (SD 0.80) points and a 23.33% (SD 21.5%) improvement, respectively.

Conclusions: These findings demonstrate that a high-dose, high-intensity, video game-based training protocol is feasible and can be successfully integrated into subacute stroke rehabilitation. Additionally, preliminary evidence suggests that this supplementary intervention may be effective in enhancing motor recovery. This approach holds promise for future stroke rehabilitation protocols by offering an engaging, high-dose, and high-intensity program during early recovery.

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以神经技术为基础,强化,辅助上肢训练对住院亚急性脑卒中患者的可行性研究。
背景:上肢偏瘫是卒中后常见的衰弱性损害,严重限制卒中幸存者独立参与日常活动和功能的能力。令人担忧的是,只有一小部分中风患者能完全恢复上肢功能。动物模型表明,在中风后早期进行高剂量上肢训练可以显著增强运动恢复。然而,由于资源限制、患者依从性问题和管理约束,将此类程序翻译为人类患者仍然具有挑战性。目的:本研究旨在评估一种基于视频游戏的强化上肢训练方案的可行性和潜在疗效,该方案旨在提高住院卒中康复患者的运动质量。此外,它还评估了该干预措施所需的资源。具体来说,该方案提供高强度、高剂量的训练,通过让患者参与有针对性的互动练习来促进运动恢复。方法:12例上肢偏瘫患者完成了为期4周的强化训练计划,包括40次60分钟的训练;培训时间为每天2小时,每周5天。这是在标准治疗的基础上进行的,标准治疗包括每天3次治疗。使用了两个基于视频游戏的平台:一个平台(技术1)针对涉及肩膀和肘部的近端运动,而第二个平台(技术2)强调手腕和手指的远端运动。可行性评估使用时间的测量任务和测量患者的动机和参与。使用Fugl-Meyer上肢评估量表(FMA-UE)、动作研究臂测试(ARAT)和脑卒中影响量表(SIS)评估潜在有效性。结果:12例患者中,8例完成了完整的治疗方案,3例完成了34-38个疗程,1例完成了27个疗程。平均而言,患者在近端平台(技术1)上每小时积极运动35分钟(SD 4),在远端平台(技术2)上每小时积极运动37分钟(SD 2)。患者在整个过程中报告了高动机和享受,内在动机量表享受得分为6.49 (SD 0.66)。疼痛程度最小,视觉模拟评分(VAS)平均评分为2.00 (SD 2.32)。在运动功能评估中观察到显著改善:FMA-UE评分平均改善16.5 (SD 10.2)分,ARAT评分增加22.9 (SD 13.1)分,SIS手功能和恢复评分分别显示平均delta 1.23 (SD 0.80)分和23.33% (SD 21.5%)改善。结论:这些研究结果表明,高剂量、高强度、基于视频游戏的训练方案是可行的,并且可以成功地整合到亚急性卒中康复中。此外,初步证据表明,这种辅助干预可能有效地增强运动恢复。这种方法为未来的中风康复方案提供了一个有吸引力的、高剂量的、高强度的早期康复方案。
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
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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