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Game-based, portable, upper extremity rehabilitation in chronic stroke.

Abstract

PURPOSE
This case series pilot study evaluates the efficacy of the Core:Tx gaming device on 2 chronic stroke survivors.
METHODS
Intervention was provided 3 times a week for 3 weeks. Outcome measures, administered 1 week before and 1 week after intervention, included the Stroke Impact Scale (SIS), the Canadian Occupational Performance Measure (COPM), the Fugl-Meyer Assessment of Motor Recovery (Fugl-Meyer [FM]), and the Box and Block Test (BB).
RESULTS
Participant A exhibited an 11-point increase on the SIS, a 1.2-point change on each of the performance and satisfaction scores of the COPM, a 1-point increase on the FM, and no change on the BB. Participant B exhibited a 3-point increase on the SIS and no change on the COPM, FM, or BB.
CONCLUSIONS
The participants experienced increased quality of life, a greater propensity to use their affected arm, and enhanced task performance without exhibiting motor changes. Additionally, the Core:Tx gaming device was reported by the participants to be a motivating modality in the therapy setting.

Links

  • Publisher Full Text
  • Authors

    Schuck SO, Whetstone A, Hill V, Levine P, Page SJ

    Source

    Topics in stroke rehabilitation 18:6 pg 720-7

    MeSH

    Adult
    Aged
    Aged, 80 and over
    Chronic Disease
    Disability Evaluation
    Female
    Follow-Up Studies
    Humans
    Male
    Mental Status Schedule
    Middle Aged
    Neurofeedback
    Physical Therapy Specialty
    Quality of Life
    Stroke
    Therapy, Computer-Assisted
    Upper Extremity
    Video Games
    Young Adult

    Pub Type(s)

    Clinical Trial
    Journal Article

    Language

    eng

    PubMed ID

    22436309