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 / Anat Yacoby [i 4 més]
By: Yacoby, Anat [autor].Material type: ArticlePublisher: American Occupational Therapy Association Bethesda, Maryland Content type: Text Media type: informàtic Carrier type: recurs en líniaISSN: 02729490.Subject(s): Teràpia Ocupacional | Autonomia funcional | VideojocsOnline resources: Accés restringit usuaris EUIT
|Item type||Current location||Collection||Call number||Status||Notes||Date due||Barcode|
|Journal article||Escola Universitària d'Infermeria i Teràpia Ocupacional de Terrassa Biblioteca||Paper||Capses ordenades alfabèticament (Browse shelf)||Exclòs de préstec||Consulta a sala||0001017285725|
|Journal||Escola Universitària d'Infermeria i Teràpia Ocupacional de Terrassa Biblioteca||Paper||Capses ordenades alfabèticament (Browse shelf)||Exclòs de préstec||També consulta en línia||0000101709086|
Mini-Assisting Hand Assessment
Dimensions of Mastery Questionnaire
Gabi Zeilig; Harold Weingarden; Ronit Weiss; Debbie Rand
RESUM: 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.