Ihsane Iraqi, Pamela Ng, Xing Chen, Niamh Cushen, Juergen Gottowik, David Herzig, Shaainthabie Karthigesu, Danielle Levac, Alex MacKenzie, Jean K Mah, Slawomir Opalka, Beth Potter, Kathryn Selby, Jordan Sheriko, Maureen Smith, Sarah Turgeon-Desilets, Angelina Woof, Maryam Oskoui
{"title":"Feasibility of a Home-Based Exergaming Intervention for Youth With Spinal Muscular Atrophy.","authors":"Ihsane Iraqi, Pamela Ng, Xing Chen, Niamh Cushen, Juergen Gottowik, David Herzig, Shaainthabie Karthigesu, Danielle Levac, Alex MacKenzie, Jean K Mah, Slawomir Opalka, Beth Potter, Kathryn Selby, Jordan Sheriko, Maureen Smith, Sarah Turgeon-Desilets, Angelina Woof, Maryam Oskoui","doi":"10.1002/mus.70032","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction/aims: </strong>Approaches to optimize physical activity in youth with spinal muscular atrophy (SMA) are rapidly evolving. The primary objective of this study was to assess the feasibility of a fit-for-purpose home-based exergaming intervention in children and youth with SMA and peer controls.</p><p><strong>Methods: </strong>We conducted a 4-week study at two Canadian sites to assess the feasibility of Tales from the Magic Keep, a home-based exergame specifically developed for youth with neuromuscular disorders that targets upper limb and trunk movements. Participants were asked to play the exergame for at least 20 min per session, 4 times a week for 4 weeks, and wear an accelerometer-based wearable device. Adherence, acceptability, and usability evaluations informed feasibility determinations. Adherence was quantified by gameplay frequency and duration. Acceptability and usability were assessed using study-specific questionnaires and the system usability scale (SUS).</p><p><strong>Results: </strong>We enrolled 12 participants, 8 of whom completed the study: 4 SMA (3 Type II, 1 Type III) and 4 controls. Among those 8, adherence was high, with an average of 4.5 and 3.5 sessions per week for the SMA and control groups respectively, and they found gameplay to be acceptable and enjoyable. The median score on the SUS was 68/100. The wearable device was generally well accepted; participants reported it as comfortable to wear and not interfering with daily activities.</p><p><strong>Discussion: </strong>The exergame was feasible and acceptable in two thirds of participants. Iterative feedback obtained during this study led to subsequent updates to the game interface to optimize gameplay.</p>","PeriodicalId":18968,"journal":{"name":"Muscle & Nerve","volume":" ","pages":""},"PeriodicalIF":3.1000,"publicationDate":"2025-09-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Muscle & Nerve","FirstCategoryId":"3","ListUrlMain":"https://doi.org/10.1002/mus.70032","RegionNum":3,"RegionCategory":"医学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"CLINICAL NEUROLOGY","Score":null,"Total":0}
引用次数: 0
Abstract
Introduction/aims: Approaches to optimize physical activity in youth with spinal muscular atrophy (SMA) are rapidly evolving. The primary objective of this study was to assess the feasibility of a fit-for-purpose home-based exergaming intervention in children and youth with SMA and peer controls.
Methods: We conducted a 4-week study at two Canadian sites to assess the feasibility of Tales from the Magic Keep, a home-based exergame specifically developed for youth with neuromuscular disorders that targets upper limb and trunk movements. Participants were asked to play the exergame for at least 20 min per session, 4 times a week for 4 weeks, and wear an accelerometer-based wearable device. Adherence, acceptability, and usability evaluations informed feasibility determinations. Adherence was quantified by gameplay frequency and duration. Acceptability and usability were assessed using study-specific questionnaires and the system usability scale (SUS).
Results: We enrolled 12 participants, 8 of whom completed the study: 4 SMA (3 Type II, 1 Type III) and 4 controls. Among those 8, adherence was high, with an average of 4.5 and 3.5 sessions per week for the SMA and control groups respectively, and they found gameplay to be acceptable and enjoyable. The median score on the SUS was 68/100. The wearable device was generally well accepted; participants reported it as comfortable to wear and not interfering with daily activities.
Discussion: The exergame was feasible and acceptable in two thirds of participants. Iterative feedback obtained during this study led to subsequent updates to the game interface to optimize gameplay.
期刊介绍:
Muscle & Nerve is an international and interdisciplinary publication of original contributions, in both health and disease, concerning studies of the muscle, the neuromuscular junction, the peripheral motor, sensory and autonomic neurons, and the central nervous system where the behavior of the peripheral nervous system is clarified. Appearing monthly, Muscle & Nerve publishes clinical studies and clinically relevant research reports in the fields of anatomy, biochemistry, cell biology, electrophysiology and electrodiagnosis, epidemiology, genetics, immunology, pathology, pharmacology, physiology, toxicology, and virology. The Journal welcomes articles and reports on basic clinical electrophysiology and electrodiagnosis. We expedite some papers dealing with timely topics to keep up with the fast-moving pace of science, based on the referees'' recommendation.