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The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson's disease patients: a pilot study.
J Neuroeng Rehabil. 2018 04 10; 15(1):31.JN

Abstract

BACKGROUND

Freezing of gait and falls represent a major burden in patients with advanced forms of Parkinson's disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged as a rehabilitation option for these patients. In this pilot study, we aim to determine the feasibility and acceptability of rehabilitation with a customised videogame to treat gait and balance disorders in PD patients, and assess its effects on these disabling motor signs.

METHODS

We developed a customised videogame displayed on a screen using the Kinect system. To play, the patient had to perform large amplitude and fast movements of all four limbs, pelvis and trunk, in response to visual and auditory cueing, to displace an avatar to collect coins and avoid obstacles to gain points. We tested ten patients with advanced forms of PD (median disease duration = 16.5 years) suffering from freezing of gait and/or falls (Hoehn&Yahr score ≥ 3) resistant to antiparkinsonian treatment and deep brain stimulation. Patients performed 18 training sessions during a 6-9 week period. We measured the feasibility and acceptability of our rehabilitation programme and its effects on parkinsonian disability, gait and balance disorders (with clinical scales and kinematics recordings), positive and negative affects, and quality of life, after the 9th and 18th training sessions and 3 months later.

RESULTS

All patients completed the 18 training sessions with high feasibility, acceptability and satisfaction scores. After training, the freezing-of-gait questionnaire, gait-and-balance scale and axial score significantly decreased by 39, 38 and 41%, respectively, and the activity-balance confidence scale increased by 35%. Kinematic gait parameters also significantly improved with increased step length and gait velocity and decreased double-stance time. Three months after the final session, no significant change persisted except decreased axial score and increased step length and velocity.

CONCLUSIONS

This study suggests that rehabilitation with a customised videogame to treat gait and balance disorders is feasible, well accepted, and effective in parkinsonian patients. These data serve as preliminary evidence for further larger and controlled studies to propose this customised videogame rehabilitation programme at home.

TRIAL REGISTRATION

ClinicalTrials.gov NCT02469350 .

Authors+Show Affiliations

CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127, 75013, Paris, France. LabCom BRAIN e-NOVATION, Institut du Cerveau et de la Moelle épinière (ICM), 75013, Paris, France.LabCom BRAIN e-NOVATION, Institut du Cerveau et de la Moelle épinière (ICM), 75013, Paris, France.CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127, 75013, Paris, France. Neurosurgery Department, Hôpital de la Salpêtrière, Groupe Hospitalier Pitié-Salpêtrière, APHP, 75013, Paris, France.LabCom BRAIN e-NOVATION, Institut du Cerveau et de la Moelle épinière (ICM), 75013, Paris, France. GENIOUS System, 92700, Colombes, France.CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127, 75013, Paris, France. PANAM Platform, Institut du Cerveau et de la Moelle épinière, 75013, Paris, France.CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127, 75013, Paris, France. marielaure.welter@icm-institute.org. LabCom BRAIN e-NOVATION, Institut du Cerveau et de la Moelle épinière (ICM), 75013, Paris, France. marielaure.welter@icm-institute.org. PANAM Platform, Institut du Cerveau et de la Moelle épinière, 75013, Paris, France. marielaure.welter@icm-institute.org. Neurophysiology Department, Rouen University Hospital, Rouen-Normandie University, 76000, Rouen, France. marielaure.welter@icm-institute.org.

Pub Type(s)

Clinical Trial
Journal Article
Research Support, Non-U.S. Gov't

Language

eng

PubMed ID

29636105

Citation

Nuic, Dijana, et al. "The Feasibility and Positive Effects of a Customised Videogame Rehabilitation Programme for Freezing of Gait and Falls in Parkinson's Disease Patients: a Pilot Study." Journal of Neuroengineering and Rehabilitation, vol. 15, no. 1, 2018, p. 31.
Nuic D, Vinti M, Karachi C, et al. The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson's disease patients: a pilot study. J Neuroeng Rehabil. 2018;15(1):31.
Nuic, D., Vinti, M., Karachi, C., Foulon, P., Van Hamme, A., & Welter, M. L. (2018). The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson's disease patients: a pilot study. Journal of Neuroengineering and Rehabilitation, 15(1), 31. https://doi.org/10.1186/s12984-018-0375-x
Nuic D, et al. The Feasibility and Positive Effects of a Customised Videogame Rehabilitation Programme for Freezing of Gait and Falls in Parkinson's Disease Patients: a Pilot Study. J Neuroeng Rehabil. 2018 04 10;15(1):31. PubMed PMID: 29636105.
* Article titles in AMA citation format should be in sentence-case
TY - JOUR T1 - The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson's disease patients: a pilot study. AU - Nuic,Dijana, AU - Vinti,Maria, AU - Karachi,Carine, AU - Foulon,Pierre, AU - Van Hamme,Angèle, AU - Welter,Marie-Laure, Y1 - 2018/04/10/ PY - 2017/12/19/received PY - 2018/04/03/accepted PY - 2018/4/12/entrez PY - 2018/4/11/pubmed PY - 2019/8/20/medline KW - Falls KW - Freezing of gait KW - Parkinson’s disease KW - Rehabilitation KW - Videogame SP - 31 EP - 31 JF - Journal of neuroengineering and rehabilitation JO - J Neuroeng Rehabil VL - 15 IS - 1 N2 - BACKGROUND: Freezing of gait and falls represent a major burden in patients with advanced forms of Parkinson's disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged as a rehabilitation option for these patients. In this pilot study, we aim to determine the feasibility and acceptability of rehabilitation with a customised videogame to treat gait and balance disorders in PD patients, and assess its effects on these disabling motor signs. METHODS: We developed a customised videogame displayed on a screen using the Kinect system. To play, the patient had to perform large amplitude and fast movements of all four limbs, pelvis and trunk, in response to visual and auditory cueing, to displace an avatar to collect coins and avoid obstacles to gain points. We tested ten patients with advanced forms of PD (median disease duration = 16.5 years) suffering from freezing of gait and/or falls (Hoehn&Yahr score ≥ 3) resistant to antiparkinsonian treatment and deep brain stimulation. Patients performed 18 training sessions during a 6-9 week period. We measured the feasibility and acceptability of our rehabilitation programme and its effects on parkinsonian disability, gait and balance disorders (with clinical scales and kinematics recordings), positive and negative affects, and quality of life, after the 9th and 18th training sessions and 3 months later. RESULTS: All patients completed the 18 training sessions with high feasibility, acceptability and satisfaction scores. After training, the freezing-of-gait questionnaire, gait-and-balance scale and axial score significantly decreased by 39, 38 and 41%, respectively, and the activity-balance confidence scale increased by 35%. Kinematic gait parameters also significantly improved with increased step length and gait velocity and decreased double-stance time. Three months after the final session, no significant change persisted except decreased axial score and increased step length and velocity. CONCLUSIONS: This study suggests that rehabilitation with a customised videogame to treat gait and balance disorders is feasible, well accepted, and effective in parkinsonian patients. These data serve as preliminary evidence for further larger and controlled studies to propose this customised videogame rehabilitation programme at home. TRIAL REGISTRATION: ClinicalTrials.gov NCT02469350 . SN - 1743-0003 UR - https://www.unboundmedicine.com/medline/citation/29636105/The_feasibility_and_positive_effects_of_a_customised_videogame_rehabilitation_programme_for_freezing_of_gait_and_falls_in_Parkinson's_disease_patients:_a_pilot_study_ L2 - https://jneuroengrehab.biomedcentral.com/articles/10.1186/s12984-018-0375-x DB - PRIME DP - Unbound Medicine ER -