RééDOC
75 Boulevard Lobau
54042 NANCY cedex

Christelle Grandidier Documentaliste
03 83 52 67 64


F Nous contacter

0

Article

--";3! O
     

-A +A

Preliminary investigation of an electromyography-controlled video game as a home program for persons in the chronic phase of stroke recovery

DONOSO BROWN EV; MCCOY SW; FECHKO AS; PRICE R; GILBERTSON T; MORITZ CT
ARCH PHYS MED REHABIL , 2014, vol. 95, n° 8, p. 1461-1469
Doc n°: 170187
Localisation : Documentation IRR

D.O.I. : http://dx.doi.org/DOI:10.1016/j.apmr.2014.02.025
Descripteurs : AF21 - ACCIDENTS VASCULAIRES CEREBRAUX, KA65 - BIOFEED-BACK
Article consultable sur : http://www.archives-pmr.org

OBJECTIVE: To investigate the preliminary effectiveness of surface
electromyography (sEMG) biofeedback delivered via interaction with a commercial
computer game to improve motor control in chronic stroke survivors. DESIGN:
Single-blinded, 1-group, repeated-measures design: A1, A2, B, A3 (A, assessment;
B, intervention). SETTING: Laboratory and participants' homes. PARTICIPANTS: A
convenience sample of persons (N=9) between 40 and 75 years of age with moderate
to severe upper extremity motor impairment and at least 6 months poststroke
completed the study. INTERVENTION: The electromyography-controlled video game
system targeted the wrist muscle activation with the goal of increasing selective
muscle activation. Participants received several laboratory training sessions
with the system and then were instructed to use the system at home for 45
minutes, 5 times per week for the following 4 weeks. MAIN OUTCOME MEASURES:
Primary outcome measures included duration of system use, sEMG during home play,
and pre/post sEMG measures during active wrist motion. Secondary outcomes
included kinematic analysis of movement and functional outcomes, including the
Wolf Motor Function Test and the Chedoke Arm and Hand Activity Inventory-9.
RESULTS: One third of participants completed or exceeded the recommended amount
of system use. Statistically significant changes were observed on both game play
and pre/post sEMG outcomes. Limited carryover, however, was observed on kinematic
or functional outcomes. CONCLUSIONS: This preliminary investigation indicates
that use of the electromyography-controlled video game impacts muscle activation.
Limited changes in kinematic and activity level outcomes, however, suggest that
the intervention may benefit from the inclusion of a functional activity
component.
CI - Copyright (c) 2014 American Congress of Rehabilitation Medicine. Published by
Elsevier Inc. All rights reserved.

Langue : ANGLAIS

Mes paniers

4

Gerer mes paniers

0