BACKGROUND: @entity1159 are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data. OBJECTIVE: To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity @entity4808 @entity1159 . DESIGN: Feasibility study. SETTING: Eight subjects with a history of @entity130 and @entity1159 were recruited from the outpatient clinic of a regional inpatient rehabilitation facility. METHODS: Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play. MAIN OUTCOME MEASURES: Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game. RESULTS: The study population had an age of 43    16 (mean    standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game. CONCLUSIONS: This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the @entity4808 population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific @entity73 of @entity4808 survivors.

Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper XXXX .

@entity130 :: ('MESH:D014947', 'Disease') :: ['burn injury'] @entity73 :: ('MESH:D003072', 'Disease') :: ['joint impairments'] @entity4808 :: ('MESH:D002056', 'Disease') :: ['burn'] @entity1159 :: ('MESH:D003286', 'Disease') :: ['contractures', 'upper extremity contractures', 'Burn contractures']
@entity1159 :: (MESH:D003286,Disease) :: ['Extremity Burn Contractures']
