Use of Interactive Gaming for Enhanced Function after Spinal Cord Injury

使用互动游戏增强脊髓损伤后的功能

基本信息

项目摘要

DESCRIPTION (provided by applicant): Project Summary/Abstract The primary objective of this project is to implement a program of interactive video gaming as a form of rehabilitation exercise and to evaluate its potential for positive therapeutic outcomes in individuals with spinal cord injury (SCI). The specific goals are to 1) enhance early rehabilitation post acute SCI by providing an innovative, fun, activity-based regimen that will increase patients' adherence to their rehabilitation exercises and to 2) improve upper extremity conditioning and shoulder function in order to improve and maintain physical status, self-care activities, and community participation for persons with stable SCI. While interactive video gaming has gained attention in the lay-press and is being used as a rehabilitation approach in some clinical settings with a variety of patient populations, there is an absence of clinical research regarding effectiveness and mechanisms of action. The purpose of this research proposal is to conduct two pilot studies designed to fill this gap in knowledge. Study 1 will involve a quantification of physical attributes of interactive gaming across multiple domains. Study 2 will involve a preliminary evaluation of the outcomes of interactive gaming as an adjunct to standard therapy during initial rehabilitation following an acute SCI. The target population will be persons with SCI who use a wheelchair as primary mobility. Healthy volunteers with tetraplegia or paraplegia, between 18 and 75 years of age, of any ethnicity and both genders will be recruited for these studies. The proposal consists of two components: Study 1: Quantification of Play. This will be a cross-sectional study with approximately 30 participants with SCI of greater than one year, evenly distributed between tetraplegia and paraplegia. The purpose will be to evaluate muscles used, active range of motion, forces generated, heart rate, and other measurable attributes of the actions used during interactive video gaming play. Participants will perform two sessions of gaming, one to establish familiarity and make adjustments as needed and the second for measurement of multiple variables related to kinematic, biomechanical, and physical aspects of gaming. Data will be analyzed separately for injury level (ie, comparisons will be made separately for high tetraplegia, low tetraplegia, and paraplegia). Study 2: Therapeutic Effectiveness Trial. This will be a prospective study involving the addition of an interactive video gaming regimen as adjunctive therapy to standard therapeutic exercise during rehabilitation following an acute SCI. Participants will be recently injured, medically stable, and undergoing initial rehabilitation. The protocol will run for six weeks, conducted "in house" to facilitate supervision. Participants will be randomized (with stratification for level of injury) into standard therapy or therapy plus gaming groups; those in the gaming group will be expected to play at least 3x per week, at least 30 minutes per session. More play will be allowed and will be monitored. Each person will serve as his/her own control. We expect 8-10 persons in each group to complete the protocol. Participants will perform at self-selected intensity; duration of each session and frequency of sessions will be automatically recorded. All measures will be assessed three times: at baseline, at 3 weeks, and at completion of the program. Changes in the following variables will be evaluated: balance, strength, active range of movement per joint, coordination, hand and shoulder function, and compared across groups, matching for injury level as described above. Outcome measures will include physical responses and changes in self care activities related to preventive health. Impressions of and satisfaction with interactive gaming will be determined especially as they relate to adherence with the program. Long term objectives, beyond the purview of this study, include systematic testing, likely in a multi-site study, of various gaming protocols to evaluate effectiveness related to level/severity of injury as well as identification of characteristics associated with outcomes (age, computer experience, etc) and potential for enhanced upper limb function, ongoing health maintenance, secondary injury prevention, and improved community mobility.
描述(由申请人提供): 项目摘要/摘要 该项目的主要目标是实施交互式视频游戏计划作为康复锻炼的一种形式,并评估其对脊髓损伤 (SCI) 患者产生积极治疗结果的潜力。具体目标是 1) 通过提供创新、有趣、以活动为基础的治疗方案来加强急性 SCI 后的早期康复,提高患者对康复锻炼的依从性;2) 改善上肢调理和肩部功能,以改善和维持稳定 SCI 患者的身体状况、自我护理活动和社区参与。虽然交互式视频游戏已经引起了大众的关注,并且在一些临床环境中被用作针对各种患者群体的康复方法,但缺乏关于有效性和作用机制的临床研究。本研究计划的目的是进行两项试点研究,旨在填补这一知识空白。研究 1 将涉及跨多个领域的互动游戏的物理属性的量化。研究 2 将初步评估互动游戏作为急性 SCI 后初始康复期间标准治疗的辅助手段的结果。目标人群是使用轮椅作为主要活动方式的 SCI 患者。这些研究将招募年龄在 18 岁至 75 岁之间、不限种族、不限性别、患有四肢瘫痪或截瘫的健康志愿者。该提案由两个部分组成: 研究 1:游戏的量化。这将是一项横断面研究,约有 30 名 SCI 时间超过一年的参与者,均匀分布在四肢瘫痪和截瘫之间。目的是评估互动视频游戏过程中使用的肌肉、主动运​​动范围、产生的力、心率以及其他可测量的动作属性。参与者将进行两场游戏,一场是为了建立熟悉度并根据需要进行调整,第二场是为了测量与游戏的运动学、生物力学和物理方面相关的多个变量。将分别分析损伤程度的数据(即,将分别对高位四肢瘫痪、低位四肢瘫痪和截瘫进行比较)。研究 2:治疗效果试验。这将是一项前瞻性研究,涉及在急性 SCI 后康复期间添加交互式视频游戏疗法作为标准治疗运动的辅助疗法。参与者最近受伤,病情稳定,正在接受初步康复治疗。该协议将运行六周,在“内部”进行,以促进监督。参与者将被随机分为标准治疗组或治疗加游戏组(按受伤程度分层);游戏组的参与者每周至少玩 3 次,每次至少 30 分钟。更多的比赛将被允许并受到监控。每个人都将作为他/她自己的控制者。我们预计每组有 8-10 人完成该协议。参与者将以自行选择的强度进行表演;每次会话的持续时间和会话频率将自动记录。所有措施将评估三次:基线时、三周时和计划完成时。将评估以下变量的变化:平衡、力量、每个关节的主动运动范围、协调性、手和肩部功能,并进行组间比较、如上所述的损伤水平匹配。结果测量将包括与预防性健康相关的身体反应和自我护理活动的变化。对互动游戏的印象和满意度将被确定,特别是因为它们与对计划的遵守有关。超出本研究范围的长期目标包括系统测试(可能在多地点研究中)对各种游戏协议进行系统测试,以评估与伤害水平/严重程度相关的有效性,以及识别与结果(年龄、计算机经验等)相关的特征以及增强上肢功能、持续健康维护、二次伤害预防和改善社区流动性的潜力。

项目成果

期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)

数据更新时间:{{ journalArticles.updateTime }}

{{ item.title }}
{{ item.translation_title }}
  • DOI:
    {{ item.doi }}
  • 发表时间:
    {{ item.publish_year }}
  • 期刊:
  • 影响因子:
    {{ item.factor }}
  • 作者:
    {{ item.authors }}
  • 通讯作者:
    {{ item.author }}

数据更新时间:{{ journalArticles.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ monograph.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ sciAawards.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ conferencePapers.updateTime }}

{{ item.title }}
  • 作者:
    {{ item.author }}

数据更新时间:{{ patent.updateTime }}

Beatrice Jenny Kiratli其他文献

Beatrice Jenny Kiratli的其他文献

{{ item.title }}
{{ item.translation_title }}
  • DOI:
    {{ item.doi }}
  • 发表时间:
    {{ item.publish_year }}
  • 期刊:
  • 影响因子:
    {{ item.factor }}
  • 作者:
    {{ item.authors }}
  • 通讯作者:
    {{ item.author }}

{{ truncateString('Beatrice Jenny Kiratli', 18)}}的其他基金

Clinical care needs and experiences for patients with spinal cord injury identifying as LGBT
LGBT 脊髓损伤患者的临床护理需求和经验
  • 批准号:
    10493199
  • 财政年份:
    2021
  • 资助金额:
    --
  • 项目类别:
Clinical care needs and experiences for patients with spinal cord injury identifying as LGBT
LGBT 脊髓损伤患者的临床护理需求和经验
  • 批准号:
    10317503
  • 财政年份:
    2021
  • 资助金额:
    --
  • 项目类别:
Clinical care needs and experiences for patients with spinal cord injury identifying as LGBT
LGBT 脊髓损伤患者的临床护理需求和经验
  • 批准号:
    10886486
  • 财政年份:
    2021
  • 资助金额:
    --
  • 项目类别:
Assessing Bone Health after SCI: Establishing Evidence for a Clinical Protocol
SCI 后评估骨骼健康:为临床方案建立证据
  • 批准号:
    9910070
  • 财政年份:
    2019
  • 资助金额:
    --
  • 项目类别:
Assessing Bone Health after SCI: Establishing Evidence for a Clinical Protocol
SCI 后评估骨骼健康:为临床方案建立证据
  • 批准号:
    10377394
  • 财政年份:
    2019
  • 资助金额:
    --
  • 项目类别:
Assessing Bone Health after SCI: Establishing Evidence for a Clinical Protocol
SCI 后评估骨骼健康:为临床方案建立证据
  • 批准号:
    10599937
  • 财政年份:
    2019
  • 资助金额:
    --
  • 项目类别:
Use of Interactive Gaming for Enhanced Function after Spinal Cord Injury
使用互动游戏增强脊髓损伤后的功能
  • 批准号:
    7996521
  • 财政年份:
    2010
  • 资助金额:
    --
  • 项目类别:

相似海外基金

Pharmacy-led Transitions of Care Intervention to Address System-Level Barriers and Improve Medication Adherence in Socioeconomically Disadvantaged Populations
药房主导的护理干预转型,以解决系统层面的障碍并提高社会经济弱势群体的药物依从性
  • 批准号:
    10594350
  • 财政年份:
    2023
  • 资助金额:
    --
  • 项目类别:
Evaluating Centralizing Interventions to Address Low Adherence to Lung Cancer Screening Follow-up in Decentralized Settings
评估集中干预措施,以解决分散环境中肺癌筛查随访依从性低的问题
  • 批准号:
    10738120
  • 财政年份:
    2023
  • 资助金额:
    --
  • 项目类别:
Suubi-Mhealth: A mobile health intervention to address depression and improve ART adherence among Youth living with HIV (YLHIV) in Uganda
Suubi-Mhealth:一种移动健康干预措施,旨在解决乌干达艾滋病毒感染者 (YLHIV) 青少年的抑郁症问题并提高抗逆转录病毒疗法的依从性
  • 批准号:
    10526768
  • 财政年份:
    2022
  • 资助金额:
    --
  • 项目类别:
Suubi-Mhealth: A mobile health intervention to address depression and improve ART adherence among Youth living with HIV (YLHIV) in Uganda
Suubi-Mhealth:一种移动健康干预措施,旨在解决乌干达艾滋病毒感染者 (YLHIV) 青少年的抑郁症问题并提高抗逆转录病毒疗法的依从性
  • 批准号:
    10701072
  • 财政年份:
    2022
  • 资助金额:
    --
  • 项目类别:
A behavioral intervention for Black men who have sex with men and live with HIV to address intersectional stigma and improve antiretroviral therapy adherence
针对男男性行为且感染艾滋病毒的黑人男性进行行为干预,以解决交叉耻辱并提高抗逆转录病毒治疗的依从性
  • 批准号:
    10679092
  • 财政年份:
    2021
  • 资助金额:
    --
  • 项目类别:
A behavioral intervention for Black men who have sex with men and live with HIV to address intersectional stigma and improve antiretroviral therapy adherence
针对男男性行为且感染艾滋病毒的黑人男性进行行为干预,以解决交叉耻辱并提高抗逆转录病毒治疗的依从性
  • 批准号:
    10432133
  • 财政年份:
    2021
  • 资助金额:
    --
  • 项目类别:
A behavioral intervention for Black men who have sex with men and live with HIV to address intersectional stigma and improve antiretroviral therapy adherence
针对男男性行为且感染艾滋病毒的黑人男性进行行为干预,以解决交叉耻辱并提高抗逆转录病毒治疗的依从性
  • 批准号:
    10327065
  • 财政年份:
    2021
  • 资助金额:
    --
  • 项目类别:
Leveraging Technology to Address Access and Adherence to Conventional Hospital-Based Pulmonary Rehabilitation in Veterans with COPD
利用技术解决慢性阻塞性肺病退伍军人接受和坚持传统医院肺康复的问题
  • 批准号:
    10377366
  • 财政年份:
    2019
  • 资助金额:
    --
  • 项目类别:
Leveraging Technology to Address Access and Adherence to Conventional Hospital-Based Pulmonary Rehabilitation in Veterans with COPD
利用技术解决慢性阻塞性肺病退伍军人接受和坚持传统医院肺康复的问题
  • 批准号:
    10574496
  • 财政年份:
    2019
  • 资助金额:
    --
  • 项目类别:
Targeted interventions to address the multi-level effects of gender-based violence on PrEP uptake and adherence among adolescent girls and young women in Kenya
有针对性的干预措施,以解决性别暴力对肯尼亚少女和年轻妇女接受和坚持 PrEP 的多层面影响
  • 批准号:
    9403567
  • 财政年份:
    2017
  • 资助金额:
    --
  • 项目类别:
{{ showInfoDetail.title }}

作者:{{ showInfoDetail.author }}

知道了