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A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke
Open accessAbstract
BACKGROUND: Commercial off-the-shelf computer gaming devices have been making inroads into the rehabilitation arena, with the objective of making therapeutic exercise fun and contextual. One such device is the Nintendo Wii. Published clinical studies evaluating its acceptance, potential benefits and side-effects in the rehabilitation of patients with post-stroke weakness are few in number. OBJECTIVE: The aim of this study is to assess the feasibility of using the Nintendo Wii as an adjunct to conventional rehabilitation of patients with post-stroke upper limb weakness. METHODS: Twenty rehabilitation inpatients within 3 months after a stroke with upper limb weakness received 6 sessions of upper limb exercises via a Nintendo Wii over 2 weeks in addition to conventional rehabilitation. Outcome measures include a questionnaire, Fugl-Meyer Assessment of Upper Limb Motor Function and visual analogue scale of upper limb pain. RESULTS: A total of 16 subjects completed the study. All 16 found Nintendo Wii gaming enjoyable and comparable to, if not better than, conventional therapy. There were small but statistically significant improvements in the Fugl-Meyer Assessment and Motricity Index scores. CONCLUSION: Nintendo Wii appears to be a feasible adjunctive device to augment conventional therapy in a cohort of subacute stroke patients with moderate impairments of upper limb strength and function.
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Citations
Cited by
Commercial video games as therapy: a new research agenda to unlock the potential of a global pastime
Colder Carras, M., Van Rooij, A. J., Spruijt-Metz, D., Kvedar, J., Griffiths, M. D., Carabas, Y., & Labrique, A. (2018) · Frontiers in Psychiatry · doi:10.3389/fpsyt.2017.00300 · Cited by 147
Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature
Hall, A. K., Chavarria, E., Maneeratana, V., Chaney, B. H., & Bernhardt, J. M. (2012) · Games for Health Journal · doi:10.1089/g4h.2012.0046 · Cited by 118
Therapeutic Uses of Active Videogames: A Systematic Review
Staiano, A. E., & Flynn, R. (2014) · Games for Health Journal · doi:10.1089/g4h.2013.0100 · Cited by 108
Videogames as Therapy: An Updated Selective Review of the Medical and Psychological Literature
Griffiths, M. D., Kuss, D. J., & Ortiz de Gortari, A. B. (2017) · International Journal of Privacy and Health Information Management · doi:10.4018/ijphim.2017070105 · Cited by 65
Tobler-Ammann, B. C., Surer, E., Knols, R. H., Borghese, N. A., & de Bruin, E. D. (2017) · JMIR Serious Games · doi:10.2196/games.8013 · Cited by 29
Metadata
- Authors
- Yong Joo, L., Soon Yin, T., Xu, D., Thia, E., Pei Fen, C., Kuah, C., & Kong, K.
- Venue
- Journal of Rehabilitation Medicine
- Published
- 2010
- Volume
- 42
- Issue
- 5
- Pages
- 437-441
- ISSN
- 1650-1977 (ISSN-L)
- OpenAlex
- W2070084294
- Cited by
- 322
- References
- 0
- FWCI
- 30.91
- Type
- journal article
- Language
- en
- Open access
- gold
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- Yong Joo, L., Soon Yin, T., Xu, D., Thia, E., Pei Fen, C., Kuah, C., & Kong, K. (2010). A feasibility study using interactive commercial off-the-shelf computer gaming in upper limb rehabilitation in patients after stroke. Journal of Rehabilitation Medicine. https://doi.org/10.2340/16501977-0528
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