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

机译:使用视频游戏进行家庭自训:来自随机对照试验的初步数据

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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:评估了使用电子游戏对中风后上肢和平衡进行自我训练的可行性。具体而言,我们旨在比较与传统的自我训练计划相比,使用视频游戏的自我训练计划的(1)训练时间,(2)满意度和(3)有效性。具有四项评估的单盲随机对照试验;进行为期5周的自我训练干预的前两次和后两次。自我训练干预包括每天玩1小时,每周5次,连续5周,玩电子游戏或进行传统锻炼。迄今为止,已有12名参与者完成了干预。两组都对干预有很高的依从性和满意度。据报告,站立时玩电子游戏会产生较高的感知消耗,这也改善了站立时的平衡感。上肢措施总体得到改善。这些初步发现令人鼓舞,我们仍在招募研究参与者。

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