Home-based training of rhythmic skills with a serious game in Parkinson's disease: Usability and acceptability

Ann Phys Rehabil Med. 2018 Nov;61(6):380-385. doi: 10.1016/j.rehab.2018.08.002. Epub 2018 Sep 5.

Abstract

Objectives: To evaluate the adherence, usability and acceptance of a rehabilitation protocol with a music-based serious game (SG) and its effect on rhythmic skills in Parkinson disease (PD).

Methods: Sixteen PD patients with mild cognitive and motor impairments were included (mean [SD] age 65 [7.28] years and Hoehn & Yahr score 2-3). Rehabilitation consisted of a 6-week at-home training program targeting rhythmic skills with a dedicated SG, Rhythm Workers, implemented on a tablet device. Patients were asked to play the game at least 30min, 3 times a week. Two half-day evaluations were conducted before and after rehabilitation. Time played and average game scores were recorded. Suitability was evaluated by a questionnaire inspired by the Suitability Evaluation Questionnaire (SEQ) and rhythmic skills by the Beat Alignment Test from the Battery for the Assessment of Auditory Sensorimotor and Timing Abilities (BAASTA).

Results: Patients played a mean (SD) of 313 (243) min, namely 57.9% of the expected time; the mean game score was 48.8/100 (19.5). The mean SEQ score for 12 patients was 29.2/45 (8.2); suitability was good to excellent for 10 patients. Beat perception reflecting rhythmic skills improved significantly in all but 5 patients.

Conclusion: This study showed good to excellent suitability of an SG used on a tablet interface for rhythmic training in PD and the feasibility of this type of training in this population.

Keywords: Beat perception; Parkinson disease; Rehabilitation; Rhythmic skills; Serious games; Synchronization; Training.

MeSH terms

  • Acoustic Stimulation / methods
  • Aged
  • Computers, Handheld
  • Female
  • Humans
  • Male
  • Middle Aged
  • Music / psychology
  • Music Therapy / methods*
  • Parkinson Disease / psychology
  • Parkinson Disease / rehabilitation*
  • Patient Acceptance of Health Care / psychology*
  • Periodicity
  • Psychomotor Performance
  • Surveys and Questionnaires
  • User-Computer Interface*
  • Video Games / psychology*