Telerehabilitation Upper Extremity for Neurological Disorders

Study Overview
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Brief Summary
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The aims of the present study were to: Investigate the feasibility of using a therapeutic gaming system (REHAB@HOME), based on Kinect, to augment upper extremity neurorehabilitation services. Provide preliminary evidence of clinical efficacy of the approach in increasing arm activity and health related quality of life of persons post stroke or with MS. Main results suggest that the serious games approach was positively received in terms of user experience and motivation to use, with the participants showing also improvements in functional abilities of the treated arm.

Detailed Description
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The objective of this pilot study was to assess the feasibility of using a therapeutic gaming system (REHAB@HOME), based on Kinect, to augment upper extremity neurorehabilitation services. A secondary objective was to provide preliminary evidence of clinical efficacy of the approach in increasing arm activity and health related quality of life of persons post stroke or with multiple sclerosis (MS). A pilot single-blind randomized controlled trial was carried out in an inpatient and ambulatory care at a rehabilitation center. Twenty persons with multiple sclerosis (n=16) or chronic poststroke (n=4) receiving rehabilitation at the center, able to flex shoulder and elbow at least 45 degrees, participated in the study. An intervention group received Serious Games-based upper extremity therapy for a total of 12 sessions (4-5 sessions, lasting 40 minutes, per week) and the control played the same amount of time with commercial exergames of the Wii. Both groups received their usual rehabilitation services as well as game playing.

Official Title
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Serious Games for Upper Extremity Rehabilitation for Patients With Neurological Disorders: A Pilot Study

Conditions
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Multiple Sclerosis, Stroke

Intervention / Treatment
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* Behavioral: Serious games
* Behavioral: Exergames


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Persons Post stroke or with MS with resultant upper extremity motor deficits. Range of motion of shoulder and elbow equal or higher than 45 degrees. Able to comprehend and follow directions. Exclusion Criteria: Wearing pace maker Comorbidities affecting arm use Not able to comprehend and follow directions

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 85 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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No

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Treatment
Allocation: Randomized
Intervention Model: Parallel Assignment
Masking: Single


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Serious games<br>The experimental group received Serious Games-based upper extremity therapy through Kinect | Behavioral: Serious games<br>* Participants played serious games developed for Kinect in the the EU FP7 STREP Project REHAB@HOME N. 306113<br>* Other names: virtual reality games;|
| Active Comparator: Exergames<br>The control played the same amount of time with commercial exergames of the Wii | Behavioral: Exergames<br>* Participants played exergames existent in the Wii game console<br>* Other names: Wii game console;|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| 9 Hole peg test | Testing pre and post intervention | 10 months | 
| Box and Block test | Testing pre and post intervention | 10 months | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Short Form 12 | Testing pre and post intervention | 10 months | 
| the EQ-5D visual analogue scale (EQ-VAS) | Testing pre and post intervention | 10 months | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Arm rehabilitation, Serious games, stroke, Multiple sclerosis