Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study.

Video Game-Based Rehabilitation Approach for Individuals Who Have Undergone Upper Limb Amputation: Case-Control Study.
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DOI:
10.2196/17017
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发表时间:
2021-02-04
期刊:
影响因子:
4
通讯作者:
Abu Osman NA
Abu Osman NA
中科院分区:
医学3区
文献类型:
--
作者:
Hashim NA;Abd Razak NA;Gholizadeh H;Abu Osman NA

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大脑可塑性是假肢使用的一个重要因素。这种可塑性有助于大脑适应学习控制假手所需的新运动和协调模式。它可以通过重复的肌肉训练来实现,这种训练通常非常疲惫,并且通常会导致患者的积极性大大降低。以前的研究表明,康复中的一个有趣的概念可以增加患者的参与度和毅力。本研究调查了在上肢截肢者康复方案中加入视频游戏是否会对接受经桡动脉上肢截肢的个体的肌肉准备,协调和患者动机产生有益的影响。10名参与者,包括5名截肢者和5名健全的参与者,在为期4周的康复计划中参加了10个1小时的会议。为了研究本研究中使用的康复方案的效果,进行了虚拟现实箱和块测试和肌电图(EMG)评估。在与四种不同的EMG控制的视频游戏互动之前,之后立即和2天后测量最大自主收缩。参与者的动机进行了评估与内在动机量表(IMI)问卷和用户评价调查。调查分析显示,所有参与者的肌肉力量和协调性在训练结束时都有所增加。Pearson相关分析结果表明,训练时间与箱块测验成绩呈显著正相关(r8=0.95,P<0.001)。最大自主收缩增量在训练前(6.8%)和随访期(7.1%)较高,但在训练后不久非常小(2.1%)。IMI的评估显示,高分的兴趣,感知能力,选择和有用的分量表,但低分的压力和紧张。这项研究表明,视频游戏提高动机和遵守上肢截肢者康复计划。在上肢截肢者康复中,使用视频游戏可被视为体育训练的补充方法。
Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand. It can be achieved through repetitive muscle training that is usually very exhausting and often results in considerable reduction in patient motivation. Previous studies have shown that a playful concept in rehabilitation can increase patient engagement and perseverance. This study investigated whether the inclusion of video games in the upper limb amputee rehabilitation protocol could have a beneficial impact for muscle preparation, coordination, and patient motivation among individuals who have undergone transradial upper limb amputation. Ten participants, including five amputee participants and five able-bodied participants, were enrolled in 10 1-hour sessions within a 4-week rehabilitation program. In order to investigate the effects of the rehabilitation protocol used in this study, virtual reality box and block tests and electromyography (EMG) assessments were performed. Maximum voluntary contraction was measured before, immediately after, and 2 days after interacting with four different EMG-controlled video games. Participant motivation was assessed with the Intrinsic Motivation Inventory (IMI) questionnaire and user evaluation survey. Survey analysis showed that muscle strength and coordination increased at the end of training for all the participants. The results of Pearson correlation analysis indicated that there was a significant positive association between the training period and the box and block test score (r8=0.95, P<.001). The maximum voluntary contraction increment was high before training (6.8%) and in the follow-up session (7.1%), but was very small (2.1%) shortly after the training was conducted. The IMI assessment showed high scores for the subscales of interest, perceived competence, choice, and usefulness, but low scores for pressure and tension. This study demonstrated that video games enhance motivation and adherence in an upper limb amputee rehabilitation program. The use of video games could be seen as a complementary approach for physical training in upper limb amputee rehabilitation.
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