Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis
Autor: | Alli Hall, Victor W. Mark, Lynne V. Gauthier, David M. Morris, Alexandra Borstad, Gitendra Uswatte, Chelsea Kane, Edward Taub, Melissa Arakelian, Nancy Strahl |
---|---|
Rok vydání: | 2016 |
Předmět: |
030506 rehabilitation
Constraint-induced movement therapy Hemiparesis Activities of daily living medicine.medical_treatment lcsh:RC346-429 Virtual reality law.invention Study Protocol 0302 clinical medicine Randomized controlled trial law Telerehabilitation Activities of Daily Living Outpatients Protocol Stroke Rehabilitation Stroke Rehabilitation General Medicine 3. Good health Exercise Therapy Paresis Research design Motor medicine.symptom 0305 other medical science Adult medicine.medical_specialty Video game Upper Extremity 03 medical and health sciences Physical medicine and rehabilitation CI therapy medicine Humans lcsh:Neurology. Diseases of the nervous system business.industry medicine.disease Video Games Chronic Disease Physical therapy Quality of Life Neurology (clinical) business 030217 neurology & neurosurgery |
Zdroj: | BMC Neurology BMC Neurology, Vol 17, Iss 1, Pp 1-18 (2017) |
ISSN: | 1471-2377 |
Popis: | Background Constraint-Induced Movement therapy (CI therapy) is shown to reduce disability, increase use of the more affected arm/hand, and promote brain plasticity for individuals with upper extremity hemiparesis post-stroke. Randomized controlled trials consistently demonstrate that CI therapy is superior to other rehabilitation paradigms, yet it is available to only a small minority of the estimated 1.2 million chronic stroke survivors with upper extremity disability. The current study aims to establish the comparative effectiveness of a novel, patient-centered approach to rehabilitation utilizing newly developed, inexpensive, and commercially available gaming technology to disseminate CI therapy to underserved individuals. Video game delivery of CI therapy will be compared against traditional clinic-based CI therapy and standard upper extremity rehabilitation. Additionally, individual factors that differentially influence response to one treatment versus another will be examined. Methods This protocol outlines a multi-site, randomized controlled trial with parallel group design. Two hundred twenty four adults with chronic hemiparesis post-stroke will be recruited at four sites. Participants are randomized to one of four study groups: (1) traditional clinic-based CI therapy, (2) therapist-as-consultant video game CI therapy, (3) therapist-as-consultant video game CI therapy with additional therapist contact via telerehabilitation/video consultation, and (4) standard upper extremity rehabilitation. After 6-month follow-up, individuals assigned to the standard upper extremity rehabilitation condition crossover to stand-alone video game CI therapy preceded by a therapist consultation. All interventions are delivered over a period of three weeks. Primary outcome measures include motor improvement as measured by the Wolf Motor Function Test (WMFT), quality of arm use for daily activities as measured by Motor Activity Log (MAL), and quality of life as measured by the Quality of Life in Neurological Disorders (NeuroQOL). Discussion This multi-site RCT is designed to determine comparative effectiveness of in-home technology-based delivery of CI therapy versus standard upper extremity rehabilitation and in-clinic CI therapy. The study design also enables evaluation of the effect of therapist contact time on treatment outcomes within a therapist-as-consultant model of gaming and technology-based rehabilitation. Trial registration Clinicaltrials.gov, NCT02631850 . |
Databáze: | OpenAIRE |
Externí odkaz: |