Feasibility of, Adherence to, and Satisfaction With Video Game Versus Traditional Self-Training of the Upper Extremity in People With Chronic Stroke: A Pilot Randomized Controlled Trial

Am J Occup Ther. 2019 Jan/Feb;73(1):7301205080p1-7301205080p14. doi: 10.5014/ajot.2019.026799.

Abstract

Objective: We compared the feasibility of, adherence to, and satisfaction with a newly developed upper extremity (UE) self-training protocol using commercial video games with a traditional self-training program for people with chronic stroke.

Method: Twenty-four participants with mild to moderate UE weakness were randomized to a video game (n = 13) or traditional (n = 11) self-training program. Participants were requested to train 60 min/day, 6×/wk. During the 5-wk self-training program and 4-wk follow-up, participants documented their self-training time and rated their perceived enjoyment and exertion.

Results: Eleven participants completed video game training; 9 completed traditional self-training. During the follow-up period, 8 participants (72.7%) continued the video game training, and 4 (44.4%) continued traditional training. Perceived enjoyment, satisfaction, and benefit for UE improvement were relatively high.

Conclusions: Participants demonstrated high adherence to and satisfaction with both self-training programs. More participants continued to play video games after the intervention, indicating its potential to maintain ongoing activity.

Publication types

  • Randomized Controlled Trial

MeSH terms

  • Exercise Therapy / methods*
  • Feasibility Studies
  • Humans
  • Patient Compliance*
  • Personal Satisfaction*
  • Pilot Projects
  • Stroke / physiopathology
  • Stroke / therapy*
  • Stroke Rehabilitation / methods*
  • Treatment Outcome
  • Upper Extremity / physiopathology
  • Video Games*