Feasibility of, adherence to, and satisfaction with video game versus traditional self-training of the upper extremity in people with chronic stroke: A pilot randomized controlled trial

Anat Yacoby, Gabi Zeilig, Harold Weingarden, Ronit Weiss, Debbie Rand

Research output: Contribution to journalArticlepeer-review

Abstract

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.

Original languageEnglish
Article number7301205080
JournalAmerican Journal of Occupational Therapy
Volume73
Issue number1
DOIs
StatePublished - 2019

All Science Journal Classification (ASJC) codes

  • Occupational Therapy

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