Tele-rehabilitation in the Home With Gaming as a Method of Improving Upper Extremity Function After Stroke

Study Overview
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Brief Summary
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The purpose of the study is to determine whether a novel computer gaming hand exercise regimen would improve hand and arm function and be feasible in people with hemiplegia after Stroke affecting the hand.

Detailed Description
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A novel computer gaming hand exercise regimen has been designed for people with hemiplegia after Stroke affecting the hand. The design allows a broad range of common objects of daily life to be seamlessly transformed into 'therapeutic' input devices by instrumenting with a small motion sense mouse. Based on individual abilities and treatment needs, objects are selected to train specific fine/ gross dexterous functions. The object manipulations (therapeutic exercises) are then used to control and play any commercially available computer game, making practice challenging and engaging. The study is of twelve weeks duration comparing the computer gaming and conventional hand exercises in ten people with hemiplegia after Stroke affecting the hand. The investigators hypothesize that the game based exercises will improve hand function and will be feasible. A mixed-effect repeated measures analysis of variance will be conducted to test pre to post treatment outcomes.

Official Title
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Tele-rehabilitation in the Home With Gaming as a Method of Improving Upper Extremity Function After Stroke

Conditions
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Stroke, Hemiplegia

Intervention / Treatment
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* Other: Computer gaming hand exercise regimen.


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: Time since stroke onset less than 1 year. Ability to actively extend at least 10 degrees at the Metacarpophalangeal and Interphalangeal joints and 10 degrees at the wrist. At least 30 degree of active flexion-extension at elbow and some active movements present at the shoulder joint. English speaking. No clinical evidence of cognitive impairment (screened by physician or therapist). Have a personal computer at home. Lives in Winnipeg. Able to provide informed consent. Exclusion Criteria: Patients having excessive spasticity, pain or contractures in the more affected limb will not be included in the study. Convulsive seizures preventing adequate attention to task. Problem with vision. Aphasia. Apraxia.

Ages Eligible for Study
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Minimum Age: 40 Years
Maximum Age: 70 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
Intervention Model: Single Group Assignment
Masking: None (Open Label)


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Experimental Group<br>Computer gaming hand exercise regimen. | Other: Computer gaming hand exercise regimen.<br>* Computer gaming hand exercise regimen using common objects of daily life. The hand exercises are coupled with commercially available computer games and will be performed 30 minutes,four times per week for 12 weeks.<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Wolf Motor Function Test (Change is being assessed) |  | Baseline and 12 weeks | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| Stroke Impact Scale (Change is being assessed) |  | Baseline and 12 weeks | 
| Change from baseline in Paddle game based hand function assessment tool from baseline and 12 weeks. | A novel, paddle game based hand function assessment tool has been developed designed to: 1) Objectively quantify the quality of finger hand movements (task performance) during manipulation of broad range of common objects independent of physical properties, anatomical requirements and task goal/context, 2) Track changes in finger hand function over time and 3) Aid in clinical decision making. | Baseline and 12 weeks | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Hand exercises, Hand function, Computer based exercises, Therapeutic gaming