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    jsp.display-item.identifier=請使用永久網址來引用或連結此文件: https://ir.csmu.edu.tw:8080/ir/handle/310902500/19271


    题名: A controlled pilot trial of two commercial video games for rehabilitation of arm function after stroke
    作者: MH, Chen
    LL, Huang
    CF, Lee
    CL, Hsieh
    YC, Lin
    Liu, H
    MI, Chen
    WS, Lu
    贡献者: 中山醫學大學
    关键词: Commercial video game;stroke;upper extremity rehabilitation
    日期: 2015-07
    上传时间: 2018-06-22T03:29:01Z (UTC)
    出版者: Clin Rehabil
    ISSN: 0269-2155
    摘要: OBJECTIVES:
    To investigate the acceptability and potential efficacy of two commercial video games for improving upper extremity function after stroke in order to inform future sample size and study design.

    DESIGN:
    A controlled clinical trial design using sequential allocation into groups.

    SETTING:
    A clinical occupational therapy department.

    SUBJECTS:
    Twenty-four first-stroke patients.

    INTERVENTIONS:
    Patients were assigned to one of three groups: conventional group, Wii group, and XaviX group. In addition to regular one-hour conventional rehabilitation, each group received an additional half-hour of upper extremity exercises via conventional devices, Wii games, or XaviX games, for eight weeks.

    MAIN MEASURES:
    The Fugl-Meyer Assessment of motor function, Box and Block Test of Manual Dexterity, Functional Independence Measure, and upper extremity range of motion were used at baseline and postintervention. Also, a questionnaire was used to assess motivation and enjoyment.

    RESULTS:
    The effect size of differences in change scores between the Wii and conventional groups ranged from 0.71 (SD 0.59) to 0.28 (SD 0.58), on the Fugl-Meyer Assessment of motor function (d = 0.74) was larger than that between the XaviX and conventional groups, ranged from 0.44 (SD 0.49) to 0.28 (SD 0.58) (d = 0.30). Patient enjoyment was significantly greater in the video game groups (Wii mean 4.25, SD 0.89; XaviX mean 4.38, SD 0.52) than in the conventional group (mean 2.25, SD 0.89, F = 18.55, p < 0.001), but motivation was not significantly different across groups.

    CONCLUSION:
    Patients were positive to using video games in rehabilitation. A sample size of 72 patients (24 per group) would be appropriate for a full study.
    URI: http://dx.doi.org/10.1177/0269215514554115
    https://ir.csmu.edu.tw:8080/ir/handle/310902500/19271
    關聯: Clin Rehabil. 2015 Jul;29(7):674-82
    显示于类别:[職能治療學系暨碩士班] 期刊論文

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