In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming

Purpose: People with chronic hemiparesis are frequently dissatisfied with the recovery of their hand and arm, yet many lack access to effective treatments. Constraint-induced movement therapy (CI therapy) effectively increases arm function and spontaneous use in persons with chronic hemiparesis. The...

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Main Authors: Alexandra L. Borstad, Roger Crawfis, Kala Phillips, Linda Pax Lowes, David Maung, Ryan McPherson, Amelia Siles, Lise Worthen-Chaudhari, Lynne V. Gauthier
Format: Article
Language:English
Published: Advocate Aurora Health 2018-01-01
Series:Journal of Patient-Centered Research and Reviews
Subjects:
Online Access:https://digitalrepository.aurorahealthcare.org/cgi/viewcontent.cgi?article=1550&context=jpcrr
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author Alexandra L. Borstad
Roger Crawfis
Kala Phillips
Linda Pax Lowes
David Maung
Ryan McPherson
Amelia Siles
Lise Worthen-Chaudhari
Lynne V. Gauthier
author_facet Alexandra L. Borstad
Roger Crawfis
Kala Phillips
Linda Pax Lowes
David Maung
Ryan McPherson
Amelia Siles
Lise Worthen-Chaudhari
Lynne V. Gauthier
author_sort Alexandra L. Borstad
collection DOAJ
description Purpose: People with chronic hemiparesis are frequently dissatisfied with the recovery of their hand and arm, yet many lack access to effective treatments. Constraint-induced movement therapy (CI therapy) effectively increases arm function and spontaneous use in persons with chronic hemiparesis. The purpose of this study was to determine the feasibility and measure safety and outcomes of an in-home model of delivering CI therapy using a custom, avatar-based virtual reality game. Methods: Seventeen individuals with chronic hemiparesis participated in this pretest/posttest quasi-experimental design study. The 10-day intervention had three components: 1) high-repetition motor practice using virtual reality gaming; 2) constraint of the stronger arm via a padded restraint mitt; and 3) a transfer package to reinforce arm use. Feasibility of the intervention was evaluated through comparison to traditional CI therapy and through participants’ subjective responses. The primary outcome measures were the Wolf Motor Function Test (WMFT) and the Motor Activity Log quality of movement scale (MAL-QOM). Results: On average, participants completed 17.2 ± 8 hours and 19,436 repetitions of motor practice. No adverse events were reported. Of 7 feasibility criteria, 4 were met. WMFT rate and MAL-QOM increased, with effect size (Cohen’s d) of 1.5 and 1.1, respectively. Conclusions: This model of delivering CI therapy using a custom, avatar-based virtual reality game was feasible, well received, and showed preliminary evidence of being a safe intervention to use in the home for persons with chronic hemiparesis.
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spelling doaj.art-d05f902d24e5477ebfba1c1a275358272023-09-02T23:10:48ZengAdvocate Aurora HealthJournal of Patient-Centered Research and Reviews2330-06982018-01-015161710.17294/2330-0698.1550In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality GamingAlexandra L. Borstad0Roger Crawfis1Kala Phillips2Linda Pax Lowes3David Maung4Ryan McPherson5Amelia Siles6Lise Worthen-Chaudhari7Lynne V. Gauthier8College of St. Scholastica, Duluth, MNThe Ohio State University, Columbus, OHUniversity of Louisville, Louisville, KYNationwide Children’s Hospital, Columbus, OHBattelle, Columbus, OHThe Ohio State University, Columbus, OHThe Ohio State University, Columbus, OHThe Ohio State University, Columbus, OHThe Ohio State University, Columbus, OHPurpose: People with chronic hemiparesis are frequently dissatisfied with the recovery of their hand and arm, yet many lack access to effective treatments. Constraint-induced movement therapy (CI therapy) effectively increases arm function and spontaneous use in persons with chronic hemiparesis. The purpose of this study was to determine the feasibility and measure safety and outcomes of an in-home model of delivering CI therapy using a custom, avatar-based virtual reality game. Methods: Seventeen individuals with chronic hemiparesis participated in this pretest/posttest quasi-experimental design study. The 10-day intervention had three components: 1) high-repetition motor practice using virtual reality gaming; 2) constraint of the stronger arm via a padded restraint mitt; and 3) a transfer package to reinforce arm use. Feasibility of the intervention was evaluated through comparison to traditional CI therapy and through participants’ subjective responses. The primary outcome measures were the Wolf Motor Function Test (WMFT) and the Motor Activity Log quality of movement scale (MAL-QOM). Results: On average, participants completed 17.2 ± 8 hours and 19,436 repetitions of motor practice. No adverse events were reported. Of 7 feasibility criteria, 4 were met. WMFT rate and MAL-QOM increased, with effect size (Cohen’s d) of 1.5 and 1.1, respectively. Conclusions: This model of delivering CI therapy using a custom, avatar-based virtual reality game was feasible, well received, and showed preliminary evidence of being a safe intervention to use in the home for persons with chronic hemiparesis.https://digitalrepository.aurorahealthcare.org/cgi/viewcontent.cgi?article=1550&context=jpcrrstrokeupper extremityvirtual reality exposuretherapyfeasibilityconstraintrehabilitation
spellingShingle Alexandra L. Borstad
Roger Crawfis
Kala Phillips
Linda Pax Lowes
David Maung
Ryan McPherson
Amelia Siles
Lise Worthen-Chaudhari
Lynne V. Gauthier
In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming
Journal of Patient-Centered Research and Reviews
stroke
upper extremity
virtual reality exposure
therapy
feasibility
constraint
rehabilitation
title In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming
title_full In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming
title_fullStr In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming
title_full_unstemmed In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming
title_short In-Home Delivery of Constraint-Induced Movement Therapy via Virtual Reality Gaming
title_sort in home delivery of constraint induced movement therapy via virtual reality gaming
topic stroke
upper extremity
virtual reality exposure
therapy
feasibility
constraint
rehabilitation
url https://digitalrepository.aurorahealthcare.org/cgi/viewcontent.cgi?article=1550&context=jpcrr
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