You will have to have your doctor follow this to see what the conclusions are.
“FIND Technology”: investigating the feasibility, efficacy and safety of controller-free interactive digital rehabilitation technology in an inpatient stroke population: study protocol for a randomized controlled trial
- M. L. BirdEmail author,
- J. Cannell,
- M. L. Callisaya,
- E. Moles,
- A. Rathjen,
- K. Lane,
- A. Tyson and
- S. Smith
Trials201617:203
DOI: 10.1186/s13063-016-1318-0
© Bird et al. 2016
Received: 3 February 2016
Accepted: 15 March 2016
Published: 16 April 2016
Abstract
Background
Stroke results in significant
disability, which can be reduced by physical rehabilitation.(Notice no mention of doctor interventions to reduce disability) High levels
of repetition and activity are required in rehabilitation, but patients
are typically sedentary. Using clinically relevant and fun computer
games may be one way to achieve increased activity in rehabilitation.
Methods/design
A single-blind randomized
controlled trial will be conducted to evaluate the feasibility, efficacy
and safety of novel stroke-specific rehabilitation software. This
software uses controller-free client interaction and inertial motion
sensors. Elements of feasibility include recruitment into the trial,
ongoing participation (adherence and dropout), perceived benefit,
enjoyment and ease of use of the games. Efficacy will be determined by
measuring activity and using upper-limb tasks as well as measures of
balance and mobility. The hypothesis that the intervention group will
have increased levels of physical activity within rehabilitation and
improved physical outcomes compared with the control group will be
tested.
Discussion
Results from this study will
provide a basis for discussion of feasibility of this interactive video
technological solution in an inpatient situation. Differences in
activity levels between groups will be the primary measure of efficacy.
It will also provide data on measures of upper-limb function, balance
and mobility.
Trial registration
ACTRN12614000427673. Prospectively registered 17 April 2014.
Background
In
the US alone, one person per minute has a stroke, and although death
rates have declined over the last decade, the burden of disease remains
high [13].
Physical rehabilitation has the potential to positively impact
functional outcomes and improve this burden; however, this requires a
high dose of therapy. A significant factor limiting rehabilitation
outcomes is low levels of patient activity [10].
Observational studies in different countries have found that patients
after stroke in rehabilitation are surprisingly inactive for the vast
majority of the waking day. For example, only 13 % of a stroke unit
patient’s day is typically spent in activities related to functional
outcome,(precisely what action observation should be used for to fill that time) such as active therapy or walking practice [2].
Many rehabilitation activities, aimed at stimulating neuroplasticity,
are by their very nature repetitive and tend to be tedious [19].
One method by which engagement with rehabilitation programs and levels
of activity could be improved involves the use of fun and engaging video
games.
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