2017
DOI: 10.3389/fneur.2017.00654
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Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study

Abstract: BackgroundApproximately 70–80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function.ObjectiveTo evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential eff… Show more

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Cited by 67 publications
(82 citation statements)
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“…), ranging from one to 36 sessions spread over the course of 1 single day to 4 years; indeed, usability along with effectiveness of training was tested for three , four Rebsamen et al, 2019;van Beek et al, 2019), six , eight , and 12 weeks Desteghe et al, 2017), and three and 4 years . Exergames (i.e., serious games used for balance and fall risk training) were used in most of the motor training Schwenk et al, 2014;Wüest et al, 2014;Kiselev et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Brox et al, 2017;Trombetta et al, 2017;Money et al, 2019;Rebsamen et al, 2019;van Beek et al, 2019), physiotherapy exercise in others Im et al, 2015), cognitive-physical dual-task in Pedroli et al (2018), neuropsychological testing in three studies Corno et al, 2014;Plechatá et al, 2019;Valladares-Rodriguez et al, 2019), gesture therapy in Morán et al (2015) and Vanbellingen et al (2017), and psychosocial support/educational in four studies Castilla et al, 2013;Cook and Winkler, 2016;Desteghe et al, 2017).…”
Section: Resultsmentioning
confidence: 99%
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“…), ranging from one to 36 sessions spread over the course of 1 single day to 4 years; indeed, usability along with effectiveness of training was tested for three , four Rebsamen et al, 2019;van Beek et al, 2019), six , eight , and 12 weeks Desteghe et al, 2017), and three and 4 years . Exergames (i.e., serious games used for balance and fall risk training) were used in most of the motor training Schwenk et al, 2014;Wüest et al, 2014;Kiselev et al, 2015;Sáenz-de-Urturi et al, 2015;Shubert et al, 2015;Brox et al, 2017;Trombetta et al, 2017;Money et al, 2019;Rebsamen et al, 2019;van Beek et al, 2019), physiotherapy exercise in others Im et al, 2015), cognitive-physical dual-task in Pedroli et al (2018), neuropsychological testing in three studies Corno et al, 2014;Plechatá et al, 2019;Valladares-Rodriguez et al, 2019), gesture therapy in Morán et al (2015) and Vanbellingen et al (2017), and psychosocial support/educational in four studies Castilla et al, 2013;Cook and Winkler, 2016;Desteghe et al, 2017).…”
Section: Resultsmentioning
confidence: 99%
“…Importantly, some studies adopted technological theoretical frameworks adapted for older people, such as the senior UCD or the senior citizens' acceptance of information systems (SCAIS) Nikitina et al, 2018). However, several studies did not report a theoretical model to design their systems Castilla et al, 2013;Corno et al, 2014;Schwenk et al, 2014;Im et al, 2015;Shubert et al, 2015;Desteghe et al, 2017;Trombetta et al, 2017;Vanbellingen et al, 2017;Plechatá et al, 2019;van Beek et al, 2019). Concerning the assessment of usability of VR systems, a wide range of quantitative and qualitative methods have been used (see Table 1 for specific information and Figures 5-7 for models and methods overviews).…”
Section: Which Are the Theories And Tools Used To Assess Vr?mentioning
confidence: 99%
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“…Physical rehabilitation must start early, if possible, during the first week poststroke [96], because there is an intensification in neuroplasticity during the early stages [91], employing different mechanisms such as the axon regeneration [88], and the higher expression of growth-promoting genes, such as GAP-43. This lesioninduced plasticity that happens during the first days post-stroke [90,97,98] reportedly lasts around 6 months after stroke [4,91,95,97].…”
Section: Physical Therapy As a Coadjuvant To Neural Restoration Throumentioning
confidence: 99%
“…Videogame-or virtual reality-based (VRb) therapies have been under study for upper extremity functional recovery in acute and subacute or chronic patients [91,96,99,102]; the rationale for such approaches is that they promote motor learning and repetitive, intense movements, and in the specific case of virtual reality, the patient is exposed to interactive visual, auditive, and proprioceptive feedback [91,102]. Different videogame and VRb therapies have reported improvements in fine dexterity, grip strength [96], and grasp force [99] in upper extremities, and, activities of daily living [91] and cognition [102] in young and elderly patients after several weeks of rehabilitation. Better results have been observed when combined with conventional therapy, although it is still not known whether it enhances or speeds up recovery [91].…”
Section: Physical Therapy As a Coadjuvant To Neural Restoration Throumentioning
confidence: 99%