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Author Spotlight: Enhancing Upper Limb Rehabilitation in Stroke Patients Through Advanced Robotic and Neuromodulation Technologies
Published on: October 11, 2024
Game-based rehabilitation improves upper limb movement capacity compared to task-based training in people
Sulfikar Ali A1, Ashokan Arumugam2,3,4, Charlotte Häger5
1Department of Physiotherapy, Kasturba Medical College Mangalore, Manipal Academy of Higher Education, Manipal, India.
Background And Aims:
Although many gaming systems for early stroke rehabilitation capture kinematic data, studies on upper limb (UL) movement capacity analysis after virtual reality (VR)-based gaming interventions remain limited. This study is a secondary analysis of the EnteRtain randomized clinical trial and aims to examine the effects of gamified rehabilitation using a low-cost arm rehabilitation system compared to task-based training on UL movement capacity in individuals with acute or subacute stroke.
Methods:
This secondary analysis used data from a randomized, multicenter, single-blind clinical trial involving 120 participants (91 males) with unilateral stroke and an UL Brunnstrom motor recovery stage ⩾1 to ⩽5, recruited from four centers across India. Participants received either gamified training with the ArmAbleTM device (experimental group; n = 64) or task-based training (control group; n = 56), alongside conventional therapy for 2 h/day, 6 days/week, over 2 weeks, followed by 4 weeks of home-based UL rehabilitation. Movement capacity outcomes (reach distance, time, and movement velocity) were assessed by blinded evaluators at 2 and 6 weeks and analyzed using a linear mixed-effects regression model.
Results:
At 6 weeks, the experimental group demonstrated significantly greater improvements compared to control group in movement velocity for reaches to both near (mean difference (95% confidence interval (CI)): -2.8 (-5.0, -0.75); p = 0.008) and far targets (-2.7 (-4.9, -0.51); p = 0.016). No significant differences were, however, observed at 2 weeks. Changes in reach distance and movement time were not statistically significant between the groups at any time point.
Conclusion:
Gamified rehabilitation with the ArmAbletm device enhanced UL movement velocity at 6 weeks compared to task-based training in individuals recovering from acute/subacute stroke. These findings support the use of ArmAbletm both as an engaging therapeutic tool and as a quantitative assessment platform for evaluating UL function post-stroke.
Clinical Trials Registry Number:
CTRI/2020/09/027651.
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