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Title:      THE THERAPEUTIC EFFECTIVENESS AND SATISFACTION OF USING THE COMMERCIAL DIGITAL GAMES IN UPPER EXTREMITY REHABILITATION THERAPY FOR STROKE PATIENTS
Author(s):      Mei-Hsiang Chen, Lan-Ling Huang, Chang-Franw Lee
ISBN:      978-972-8939-90-8
Editors:      Katherine Blashki
Year:      2013
Edition:      Single
Keywords:      Effectiveness; Commercial digital game devices; Stroke; Upper extremity rehabilitation
Type:      Full Paper
First Page:      181
Last Page:      188
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      The objective of this study is to compare the therapeutic effectiveness and satisfaction of conventional devices, Nintendo Wii and XaviX, on upper extremity rehabilitation patients in Taiwan, and to summarize a guideline for improvement design of such devices. Twelve stroke patients were divided in three groups: (1) Conventional, (2) Wii, (3) XaviX groups. Each patient received 20 sessions of upper extremity exercises via conventional devices, Wii, or XaviX in addition to regular conventional rehabilitation. Outcome measures include a questionnaire, Fugl-Meyer Assessment of Physical Performance, Box and Block Test of Manual Dexterity, FIM self-care score, and Upper extremity range-of-motion. The results show that Wii and XaviX could be equivalent to conventional rehabilitation devices for improving upper extremity motor functions. All patients in this clinical trial were satisfied with using the digital gaming devices for rehabilitation. The suggestions of the patients for improvement design in game devices are as follows. For the software interface devices: (a) To increase difficulty and the response time levels of the games need adjustment, (b) To record movement data and game scores each time, some device for recording is needed, and (c) The games need a Chinese version of the software interface. For the hardware design: (a) The hand controller must be interchangeable for the users, (b) The controller should be adjustable to fit different hand dimensions of the patients, (c) The game and controller movements need to be designed to correspond to real-life activities, and (d) The controller's operation needs to be simplified.
   

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