Evidence map›Paper›PMID 29276499›Full record

ArticleFrontiers in neurology2017

Usability of Videogame-Based Dexterity Training in the Early Rehabilitation Phase of Stroke Patients: A Pilot Study.

Tim Vanbellingen, Suzanne J Filius, Thomas Nyffeler, Erwin E H van Wegen

Registry-linked trialAbstract read
In one paragraph

Article in Frontiers in neurology, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT06412887 (Effects of Adding Force Control to a VR Game on Brain Activation), which is not on this map. Cited by 22 papers, 5 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
22citing papers in PubMed, 5 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT06412887 nacompletednot on this mapstarted 2023, after this paper: background citation

Effects of Adding Force Control to a VR Game on Brain Activation

TypeinterventionalSponsorNational Cheng-Kung University HospitalRan2023 to 2023Enrolled24ConditionsHealthy AgingArmsVirtual reality headset
3 · Its place in the literature

Who cites it

22 citing papers in PubMed, 5 syntheses or guidelines pooled it.

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  11. Development of a new immersive virtual reality (VR) headset-based dexterity training for patients with multiple sclerosis: Clinical and technical aspects.Technology and health care : official journal of the European Society for Engineering and Medicine · 2024
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  12. Accuracy of Video-Based Hand Tracking for People With Upper-Body Disabilities.IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society · 2024
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

4 authors.

Tim VanbellingenNeurology and Neurorehabilitation Center, Luzerner Kantonsspital, Luzern, Switzerland.
Suzanne J FiliusFaculty of Behavioral and Movement Sciences, Amsterdam Movement Sciences, VU University Amsterdam, Amsterdam, Netherlands.
Thomas NyffelerNeurology and Neurorehabilitation Center, Luzerner Kantonsspital, Luzern, Switzerland.
Erwin E H van WegenDepartment of Rehabilitation Medicine, Amsterdam Movement Sciences, Amsterdam Neurosciences, Vrije Universiteit Medical Center, Amsterdam, Netherlands.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundApproximately 70-80% of stroke survivors have limited activities of daily living, mainly due to dexterous problems. Videogame-based training (VBT) along with virtual reality seems to be beneficial to train upper limb function.

objectiveTo evaluate the usability of VBT using the Leap Motion Controller (LMC) to train fine manual dexterity in the early rehabilitation phase of stroke patients as an add-on to conventional therapy. Additionally, this study aimed to estimate the feasibility and potential efficacy of the VBT.

methodsDuring 3 months, 64 stroke patients were screened for eligibility, 13 stroke patients were included (4 women and 9 men; age range: 24-91 years; mean time post stroke: 28.2 days).

interventionNine sessions of 30 min VBT, three times per week as an add-on to conventional therapy with stroke inpatients. OUTCOME MEASURES: Primary outcome was the usability of the system measured with the System Usability Scale. Secondary outcomes concerning feasibility were the compliance rate calculated from the total time spent on the intervention (TT) compared to planned time, the opinion of participants via open-end questions, and the level of active participation measured with the Pittsburgh Rehabilitation Participation Scale. Regarding the potential efficacy secondary outcomes were: functional dexterity measured with the Nine Hole Peg Test (NHPT), subjective dexterity measured with the Dexterity Questionnaire 24, grip strength measured with the Jamar dynamometer, and motor impairment of the upper limb measured with the Fugl-Meyer Upper Extremity (FM-UE) scale.

resultsPrimarily, the usability of the system was good to excellent. The patient's perception of usability remained stable over a mean period of 3 weeks of VBT. Secondly, the compliance rate was good, and the level of active participation varied between good and very good. The opinion of the participants revealed that despite individual differences, the overall impression of the therapy and device was good. Patients showed significant improvements in hand dexterity. No changes were found in motor impairment of the upper limb (FM-UE) during intervention.

conclusionVBT using LMC is a usable rehabilitation tool to train dexterity in the early rehabilitation phase of stroke inpatients.

Indexed as

dexterityLeap Motion Controllerstrokeusabilityvideogame-based trainingvirtual reality

Identifiers

PMID29276499
PMCPMC5727075

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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.