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Video games based on VR technology are emerging as valid tools used in neurorehabilitation for patients with neurological disorders, and as a low cost and easily accepted adjunct to traditional therapy. Standard games such as the Nintendo Wii, Playstation Move and Kinect plus XBOX 360 have been used in EM rehabilitation. However, often these are either too difficult for patients or the games progress too quickly, failing to provide impairment-focused training or specifically address patients' needs [10]. Therefore, it is necessary to develop specific serious games for EM patients. Serious games are defined as games designed for a primary purpose other than that of pure entertainment, and which promote learning and behavior changes for EM patients. In this context, gesture caption devices (such as MYO, LEAP or Joy Con´s Nintendo Switch), which uses a sensor that captures the movement of the patient's forearms and hands are really interesting in rehabilitation contexts. This generates a virtual image of the upper limbs on a computer screen and the patient is prompted to perform movements according to the functional task proposed. This system presents important advantages namely thanks to its portability, ease of use, commercial availability, low cost and non-invasive nature. However, evidence is lacking that supports the therapeutic use of semi-inmersive VR technology in the treatment of upper limb (UL) motor disorders in EM.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Conventional therapy | Active Comparator | Conventional Physical therapy for the upper limb |
|
| semi-inmersive VR technology plus conventional therapy | Experimental | Conventional Physical therapy for the upper limb plus semi-inmersive VR technology |
|
| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Conventional therapy | Other | Conventional Physical therapy for the upper limb |
| |
| Measure | Description | Time Frame |
|---|---|---|
| Jamar | Hand-held dynamometer: it is an instrument to measure the maximumisometric strength of the hand and forearm muscles. It consists of a sealed hydraulic system with adjustable hand spacing that measures hand grip force. The strength reading can be viewed as pounds or kilograms.Thedynamometer is used for testing the hand grip force and for tracking the grip strength improvements during rehabilitation. | 8 weeks |
| Box and blocks | Coordination test: to measure unilateral gross manual dexterity in both the less and more affected side. The Box and blocks consists of moving the maximum number of blocks from one compartment of a box to another, one by one, within one minute. The Box and blocks is a quick, simple, and reliable measurement of manual dexterity. Its administration procedure is standardized and its validity has been shown in elderly subjects with upper limb disability | 8 weeks |
| The Purdue Pegboard Test | Motricity: to assess coordination, speed of movement and fine motor dexterity. The The Purdue Pegboard Test features a board with two columns with 25 holes each and a specific number of pins, washers and collars placed in four containers across the top of the board. The test consists of inserting as many pins as possible in three distinct phases, with a time limit of 30 s for each. First, the test is performed with the less affected side, then with the more affected side, then with both hands at the same time and, finally, an assembly test is performed (60 s). The number of pins inserted is subsequently recorded. | 8 weeks |
| Nine Hole Peg Test | Motricity: It is a hand function test, which consists of a plastic peg board (25.0 cm × 12.7 cm × 2.3 cm) with nine holes (2.54 cm between the holes) and nine pegs (3.2 cm long, 0.64 cm wide). The participant had to put the nine pegs in the peg board as fast as possible, one at the time with one hand only, and remove them again. The test was performed two times per hand, with the non-affected hand first. The time it takes to fulfill the second trial with the more-affected hand was used for the analysis |
| Measure | Description | Time Frame |
|---|---|---|
| The Client Satisfaction Questionnaire | The Client Satisfaction Questionnaire was used to evaluate the satisfaction of health service users for both groups. This is a self-administered post-treatment questionnaire, comprising eight items which evaluate the level of satisfaction regarding the care and quality of the service received and the level of fulfillment of the patient's expectations regarding the treatment administered. The total score of the questionnaire is 32 points, with higher values meaning higher satisfaction with the treatment received |
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Inclusion Criteria:
Exclusion Criteria:
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| Facility | Status | City | State | ZIP | Country | Contacts |
|---|---|---|---|---|---|---|
| Roberto Cano de la Cuerda | Alcorcón | Madrid | 28922 | Spain |
| PubMed Identifier | Type | Citation | Retractions |
|---|---|---|---|
| 41299524 | Derived | Marcos-Anton S, Cano-de-la-Cuerda R, Aranda-Reneo I, Jardon-Huete A, Ona-Simbana ED, Oliva-Moreno J. Cost-effectiveness analysis of the MYO Armband(R) device in combination with specifically designed video games for upper limb rehabilitation in people with multiple sclerosis. J Neuroeng Rehabil. 2025 Nov 27;23(1):52. doi: 10.1186/s12984-025-01801-x. | |
| 37598176 |
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| ID | Term |
|---|---|
| D009103 | Multiple Sclerosis |
| D000074822 | Treatment Adherence and Compliance |
| D010291 | Paresis |
| ID | Term |
|---|---|
| D020278 | Demyelinating Autoimmune Diseases, CNS |
| D020274 | Autoimmune Diseases of the Nervous System |
| D009422 | Nervous System Diseases |
| D003711 | Demyelinating Diseases |
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| semi-inversive tech |
| Other |
Conventional Physical therapy for the upper limb plus Semi-inversive tech |
|
| 8 weeks |
| after 8 weeks of treatment |
| Adherence | The attendance rate (%) for therapy sessions (compliance) will be registered | after 8 weeks of treatment |
| Marcos-Anton S, Jardon-Huete A, Ona-Simbana ED, Blazquez-Fernandez A, Martinez-Rolando L, Cano-de-la-Cuerda R. sEMG-controlled forearm bracelet and serious game-based rehabilitation for training manual dexterity in people with multiple sclerosis: a randomised controlled trial. J Neuroeng Rehabil. 2023 Aug 19;20(1):110. doi: 10.1186/s12984-023-01233-5. |
| 35743333 | Derived | Cuesta-Gomez A, Martin-Diaz P, Sanchez-Herrera Baeza P, Martinez-Medina A, Ortiz-Comino C, Cano-de-la-Cuerda R. Nintendo Switch Joy-Cons' Infrared Motion Camera Sensor for Training Manual Dexterity in People with Multiple Sclerosis: A Randomized Controlled Trial. J Clin Med. 2022 Jun 7;11(12):3261. doi: 10.3390/jcm11123261. |
| 32660604 | Derived | Cuesta-Gomez A, Sanchez-Herrera-Baeza P, Ona-Simbana ED, Martinez-Medina A, Ortiz-Comino C, Balaguer-Bernaldo-de-Quiros C, Jardon-Huete A, Cano-de-la-Cuerda R. Effects of virtual reality associated with serious games for upper limb rehabilitation inpatients with multiple sclerosis: randomized controlled trial. J Neuroeng Rehabil. 2020 Jul 13;17(1):90. doi: 10.1186/s12984-020-00718-x. |
| D001327 | Autoimmune Diseases |
| D007154 | Immune System Diseases |
| D015438 | Health Behavior |
| D001519 | Behavior |
| D009461 | Neurologic Manifestations |
| D012816 | Signs and Symptoms |
| D013568 | Pathological Conditions, Signs and Symptoms |