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Aims: To establish whether the effectiveness of conventional treatment is increased when it is complemented with video-based therapy, whether specific rehabilitation or commercial after subacute stroke.
Design: Randomized clinical trial with pre / post-test and follow-up evaluation, assessor blinded study.
Methodology: Three different groups: conventional treatment, conventional treatment and commercial videogame, or conventional treatment and specific rehabilitation videogame. The three groups completed 12 sessions.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Commercial video game | Experimental | the group commercial video game received 30 minutes of conventional therapy plus 30 minutes of rehab training using Xbox Kinect-based games. |
|
| Rehabilitation video game | Experimental | the group rehabilitation video game received 30 minutes of conventional therapy plus 30 minutes of rehab games. |
|
| The control group | No Intervention | The control group received 30 minutes of conventional therapy |
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Commercial video game. | Device | Stroke patient had played with commercial video game, along 12 sessions. |
|
| Measure | Description | Time Frame |
|---|---|---|
| Strength | The microFET 2© dynamometer had been used in order to evaluate the strength in several muscle groups: Shoulder (flexion and extension, adduction and abduction, internal and external rotation), elbow (flexion and extension, supination and pronation), wrist (flexion and extension). | Change from baseline at post 12 sessions of intervention and follow-up four weeks after having finished the intervention. |
| Range of motion | The goniometer had been used in order to evaluate the range motion. Joints: Shoulder (flexion and extension, adduction and abduction, internal and external rotation), elbow (flexion and extension, supination and pronation), wrist (flexion and extension, ulnar and radial deviation ). | Change from baseline at post 12 sessions of intervention and follow-up four weeks after having finished the intervention. |
| Measure | Description | Time Frame |
|---|---|---|
| Activities of daily living | The Functional Independence Measure (FIM-FAM) measure was used to evaluate the independence in the activities of daily living | The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention. |
| Measure | Description | Time Frame |
|---|---|---|
| The ID-Pain© the Lattineen Index. | The ID-Pain was used to evaluate the pain. | The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention. |
| Lattineen Index. |
Inclusion Criteria:
Exclusion Criteria:
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| Name | Affiliation | Role |
|---|---|---|
| J. Hilario Ortiz Huerta | Universidad de Burgos | Principal Investigator |
| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Universidad de Burgos | Burgos | 09004 | Spain |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 28606661 | Background | Park DS, Lee DG, Lee K, Lee G. Effects of Virtual Reality Training using Xbox Kinect on Motor Function in Stroke Survivors: A Preliminary Study. J Stroke Cerebrovasc Dis. 2017 Oct;26(10):2313-2319. doi: 10.1016/j.jstrokecerebrovasdis.2017.05.019. Epub 2017 Jun 9. | |
| 24051993 | Background | Sin H, Lee G. Additional virtual reality training using Xbox Kinect in stroke survivors with hemiplegia. Am J Phys Med Rehabil. 2013 Oct;92(10):871-80. doi: 10.1097/PHM.0b013e3182a38e40. |
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| ID | Term |
|---|---|
| D020521 | Stroke |
| D006429 | Hemiplegia |
| ID | Term |
|---|---|
| D002561 | Cerebrovascular Disorders |
| D001927 | Brain Diseases |
| D002493 | Central Nervous System Diseases |
| D009422 | Nervous System Diseases |
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| rehabilitation video game | Device | Stroke patient had played with an specific video game for rehabilitation, along 12 sessions |
|
| Fulg Meyer Assessment (FMA) | The FMA was used to evaluated the upper limb function. | The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention. |
| Box and Blocks test | The Box and Blocks test was used to evaluate the manual dexterity in both upper limbs. | The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention. |
| Muscle tone | The Modified Ashworth scale has been used to evaluate the muscle tone. Muscle groups evaluated: Shoulder (flexion and extension, adduction and abduction, internal and external rotation), elbow (flexion and extension, supination and pronation), wrist (flexion and extension). | The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention. |
The Lattineen Index was used to evaluate the pain. |
| The measure was administrated in three times: pre intervention, post intervention (after 12 sessions carried out along four weeks) and follow-up four weeks after having finished the intervention. |
| 25927099 | Background | Laver KE, George S, Thomas S, Deutsch JE, Crotty M. Virtual reality for stroke rehabilitation. Cochrane Database Syst Rev. 2015 Feb 12;2015(2):CD008349. doi: 10.1002/14651858.CD008349.pub3. |
| 27793071 | Background | Rand D, Weingarden H, Weiss R, Yacoby A, Reif S, Malka R, Shiller DA, Zeilig G. Self-training to improve UE function at the chronic stage post-stroke: a pilot randomized controlled trial. Disabil Rehabil. 2017 Jul;39(15):1541-1548. doi: 10.1080/09638288.2016.1239766. Epub 2016 Oct 28. |
| 28595611 | Background | Gauthier LV, Kane C, Borstad A, Strahl N, Uswatte G, Taub E, Morris D, Hall A, Arakelian M, Mark V. Video Game Rehabilitation for Outpatient Stroke (VIGoROUS): protocol for a multi-center comparative effectiveness trial of in-home gamified constraint-induced movement therapy for rehabilitation of chronic upper extremity hemiparesis. BMC Neurol. 2017 Jun 8;17(1):109. doi: 10.1186/s12883-017-0888-0. |
| 27508968 | Background | Bonnechere B, Jansen B, Omelina L, Van Sint Jan S. The use of commercial video games in rehabilitation: a systematic review. Int J Rehabil Res. 2016 Dec;39(4):277-290. doi: 10.1097/MRR.0000000000000190. |
| D014652 | Vascular Diseases |
| D002318 | Cardiovascular Diseases |
| D010243 | Paralysis |
| D009461 | Neurologic Manifestations |
| D012816 | Signs and Symptoms |
| D013568 | Pathological Conditions, Signs and Symptoms |