TY - JOUR
T1 - Feasibility of, adherence to, and satisfaction with video game versus traditional self-training of the upper extremity in people with chronic stroke
T2 - A pilot randomized controlled trial
AU - Yacoby, Anat
AU - Zeilig, Gabi
AU - Weingarden, Harold
AU - Weiss, Ronit
AU - Rand, Debbie
N1 - Publisher Copyright: © 2019 American Occupational Therapy Association, Inc. All rights reserved.
PY - 2019
Y1 - 2019
N2 - OBJECTIVE. We compared the feasibility of, adherence to, and satisfaction with a newly developed upper extremity (UE) self-training protocol using commercial video games with a traditional self-training program for people with chronic stroke. METHOD. Twenty-four participants with mild to moderate UE weakness were randomized to a video game (n = 13) or traditional (n = 11) self-training program. Participants were requested to train 60 min/day, 6×/wk. During the 5-wk selftraining program and 4-wk follow-up, participants documented their self-training time and rated their perceived enjoyment and exertion. RESULTS. Eleven participants completed video game training; 9 completed traditional self-training. During the follow-up period, 8 participants (72.7%) continued the video game training, and 4 (44.4%) continued traditional training. Perceived enjoyment, satisfaction, and benefit for UE improvement were relatively high. CONCLUSIONS. Participants demonstrated high adherence to and satisfaction with both self-training programs. More participants continued to play video games after the intervention, indicating its potential to maintain ongoing activity.
AB - OBJECTIVE. We compared the feasibility of, adherence to, and satisfaction with a newly developed upper extremity (UE) self-training protocol using commercial video games with a traditional self-training program for people with chronic stroke. METHOD. Twenty-four participants with mild to moderate UE weakness were randomized to a video game (n = 13) or traditional (n = 11) self-training program. Participants were requested to train 60 min/day, 6×/wk. During the 5-wk selftraining program and 4-wk follow-up, participants documented their self-training time and rated their perceived enjoyment and exertion. RESULTS. Eleven participants completed video game training; 9 completed traditional self-training. During the follow-up period, 8 participants (72.7%) continued the video game training, and 4 (44.4%) continued traditional training. Perceived enjoyment, satisfaction, and benefit for UE improvement were relatively high. CONCLUSIONS. Participants demonstrated high adherence to and satisfaction with both self-training programs. More participants continued to play video games after the intervention, indicating its potential to maintain ongoing activity.
UR - http://www.scopus.com/inward/record.url?scp=85062637708&partnerID=8YFLogxK
U2 - https://doi.org/10.5014/ajot.2019.026799
DO - https://doi.org/10.5014/ajot.2019.026799
M3 - مقالة
SN - 0272-9490
VL - 73
JO - American Journal of Occupational Therapy
JF - American Journal of Occupational Therapy
IS - 1
M1 - 7301205080
ER -