4.3 Article

Serious games for arm rehabilitation of persons with multiple sclerosis. A randomized controlled pilot study

Journal

MULTIPLE SCLEROSIS AND RELATED DISORDERS
Volume 19, Issue -, Pages 25-29

Publisher

ELSEVIER SCI LTD
DOI: 10.1016/j.msard.2017.10.010

Keywords

Multiple Sclerosis; Rehabilitation; Upper extremity; Virtual Reality; Kinect; Serious games

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Objectives: The feasibility and preliminary evidence for efficacy of a serious games platform compared to exergame using the Wii for arm rehabilitation in persons with multiple sclerosis (MS) was investigated. Methods: A pilot single-blind randomized (2: 1) controlled in clinic trial was carried out. Sixteen persons with MS participated (age years 56.8 (SD 12.3), MS-onset years 19.4 (SD 12.3), EDSS 6.5). Ten participants used a serious games platform (Rehab@Home) while 6 participants played with the commercial Wii platform, for four weeks (40 min, 12 sessions/4 weeks). Feasibility and user experience measures were collected. Primary outcomes were the 9 Hole Peg Test (9HPT) and the Box and Block test (BBT). Secondary outcomes were the EQ-5D visual analogue scale (EQ-VAS) and the SF-12. Nonparametric analysis was used to verify changes from pre to post rehabilitation within group and treatment effect was verified with Mann-Whitney U test. P value was set at 0.10 and clinical improvement was set at 20% improvement from baseline. Results: Serious games were perceived positively in terms of user experience and motivation. There were clinically significant improvements in arm function in the serious games group as measured by 9HPT (38-29.5 s, P = 0.046,> 20%) and BBT 32-42 cubes, P = 0.19,> 20%) following the 12 gaming sessions while the exergame group did not improve on either test (9HPT 34.5-41.5 s, P = 0.34; BBT 38,5 to 42 cubes, P = 0.34). Only the exergame group perceived themselves as having improved their health. There was a significant between groups treatment effect only in perception of health (EQ-VAS) (Z = 1.93, P = 0.06) favouring the exergame group. Conclusions: Virtual reality in a serious gaming approach was feasible and beneficial to arm function of persons with MS but motivational aspects of the approach may need further attention.

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