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Home-based self-training using video-games: Preliminary data from a randomised controlled trial

机译:使用视频游戏的家庭自我培训:随机对照试验中的初步数据

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The feasibility of using video-games for self-training of the upper extremity and balance following stroke was assessed. Specifically we aimed to compare the (1) training time, (2) satisfaction and (3) effectiveness of a self-training program using video-games compared to a traditional self-training program. A single-blind randomized controlled trial with four assessments; two before and two following the 5-week self training intervention was conducted. The self-training intervention included playing video-games or performing traditional exercises for one hour a day, 5 times a week for 5 weeks. To date 12 participants completed the intervention. High levels of compliance and satisfaction with the intervention were found for both groups. Higher perceived exertion was reported for playing the video-games while standing which also improved standing balance. An overall improvement in upper extremity measures was seen. These preliminary findings are encouraging and we are still recruiting participants into the study.
机译:评估了使用视频游戏的可行性,用于在中风后的上肢和平衡的自我训练。具体而言,我们旨在比较(1)培训时间,(2)与传统的自我培训计划相比使用视频游戏的自我培训计划的满意度和(3)效力。具有四项评估的单盲随机对照试验;在5周自我训练干预之后两次和两次进行两次。自我培训干预包括在每天每天一小时播放视频游戏或进行传统练习,每周5次5次。到目前为止,12名参与者完成了干预。对这两个群体都发现了对干预的高度依从性和满意度。据报道,在播放视频游戏的同时,据报道了更高的感知劳动,同时站立,这也改善了稳定。看到了上肢措施的总体改善。这些初步调查结果令人鼓舞,我们仍在招募参与者进入该研究。

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