Kangaroo Stimulation Game in Tracheostomized Intensive Care-Related Dysphagia: Interventional Feasibility Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-03-05 DOI:10.2196/60685
Marjolein Jansen, Ingrid D van Iperen, Anke Kroner, Raphael Hemler, Esther Dekker-Holverda, Peter E Spronk
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Abstract

Background: Dysphagia is common in intensive care unit (ICU) patients. Using surface electromyography (sEMG) signals as biofeedback training exercises might offer a promising path to improving swallowing function. The Rephagia biofeedback system uses sEMG to assess muscle strength, stamina, and timing of the swallowing action.

Objectives: The aim of this study was to evaluate the feasibility of the Rephagia system in ICU patients with dysphagia.

Methods: This feasibility study included patients admitted to a 14-bed mixed medical-surgical ICU. All patients underwent a new tracheostomy placement during ICU stay due to persistent aspiration and ICU-acquired weakness, accompanied by verified dysphagia. Following Rephagia training, patients completed a questionnaire assessing comprehension, satisfaction, and motivation. Swallowing characteristics were assessed via mean sEMG peak values during exercise.

Results: Twenty patients with a mean age of 69.4 (SD 8.2) years were included. The means of sEMG values at the beginning of a measurement were not significantly different at baseline versus everyone's last measurement (52 µV [23 µV] vs 57 µV [22 µV]; P=.50). The means of sEMG values obtained at the end of a measurement were not significantly different at baseline versus everyone's last measurement (56 µV [18 µV] vs 59 µV [23 µV]; P=.62). However, dysphagia improved in all patients. Patients understood the importance of the game in relation to their swallowing problems (16/80, 89%), which kept them motivated to participate in the training sessions (9/18, 50%).

Conclusions: The Rephagia biofeedback system for stimulating swallowing actions in tracheotomized ICU patients with dysphagia is feasible. No relation was found between clinical improvement in swallowing function and sEMG signals.

背景:吞咽困难在重症监护室(ICU)患者中很常见。利用表面肌电图(sEMG)信号进行生物反馈训练可能是改善吞咽功能的一条可行之路。Rephagia 生物反馈系统使用 sEMG 评估肌肉力量、耐力和吞咽动作的时机:本研究旨在评估 Rephagia 系统在 ICU 吞咽困难患者中的可行性:这项可行性研究的对象包括 14 张病床的内外科混合重症监护病房收治的患者。所有患者在重症监护室住院期间都因持续吸入和重症监护室获得性虚弱而接受了新的气管造口术,并伴有经证实的吞咽困难。接受 Rephagia 训练后,患者填写了一份问卷,对理解能力、满意度和积极性进行评估。吞咽特征通过运动时的平均 sEMG 峰值进行评估:共纳入 20 名患者,平均年龄为 69.4 岁(标准差为 8.2 岁)。开始测量时的 sEMG 平均值与每个人最后一次测量时的平均值(52 µV [23 µV] vs 57 µV [22 µV];P=.50)没有显著差异。测量结束时获得的 sEMG 值的平均值在基线与每个人最后一次测量时没有显著差异(56 µV [18 µV] vs 59 µV [23 µV];P=0.62)。但是,所有患者的吞咽困难都有所改善。患者理解了游戏对其吞咽问题的重要性(16/80,89%),这让他们有动力参加训练课程(9/18,50%):Rephagia生物反馈系统对气管切开的 ICU 吞咽困难患者的吞咽动作刺激是可行的。吞咽功能的临床改善与 sEMG 信号之间没有关系。
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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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