Evidence map›Paper›PMID 32876580›Full record

ArticleJMIR rehabilitation and assistive technologies2020

Acceptability of a Mobile Phone-Based Augmented Reality Game for Rehabilitation of Patients With Upper Limb Deficits from Stroke: Case Study.

Nina LaPiana, Alvin Duong, Alex Lee, Leon Alschitz, Rafael M L Silva, Jody Early, Aaron Bunnell, Pierre Mourad

Open access · goldAbstract read
In one paragraph

Article in JMIR rehabilitation and assistive technologies, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed, 2 pooled it
2.1field-weighted citation impact, top 11% of its field
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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed, 2 syntheses or guidelines pooled it, 24 citations in OpenAlex.

  1. Motivation as a Measurable Outcome in Stroke Rehabilitation: A Systematic Review of the Literature.International journal of environmental research and public health · 2023
    Pooled it
  2. Pooled it
  3. Review
  4. Review
  5. Article
  6. mHealth Intervention Applications for Adults Living With the Effects of Stroke: A Scoping Review.Archives of rehabilitation research and clinical translation · 2021
    Article
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

8 authors at 3 institutions in 1 country.

Nina LaPiana *Department of Neurological Surgery, University of Washington, Seattle, WA, United States.ORCID https://orcid.org/0000-0001-7940-3221
Alvin DuongNursing and Health Studies, University of Washington Bothell, Bothell, WA, United States.ORCID https://orcid.org/0000-0002-0882-3314
Alex LeeDepartment of Engineering and Mathematics, University of Washington Bothell, Bothell, WA, United States.ORCID https://orcid.org/0000-0002-8914-7812
Leon AlschitzDepartment of Engineering and Mathematics, University of Washington Bothell, Bothell, WA, United States.ORCID https://orcid.org/0000-0003-4686-902X
Rafael M L SilvaDepartment of Engineering and Mathematics, University of Washington Bothell, Bothell, WA, United States.ORCID https://orcid.org/0000-0001-8376-0416
Jody EarlyNursing and Health Studies, University of Washington Bothell, Bothell, WA, United States.ORCID https://orcid.org/0000-0001-6468-8033
Aaron BunnellRehabilitation Medicine Clinic, Harborview Medical Center, Seattle, WA, United States.ORCID https://orcid.org/0000-0001-8673-1231
Pierre MouradDepartment of Neurological Surgery, University of Washington, Seattle, WA, United States.ORCID https://orcid.org/0000-0003-2645-4177
University of Washington Bothell · USUniversity of Washington · USHarborview Medical Center · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundUpper limb functional deficits are common after stroke and result from motor weakness, ataxia, spasticity, spatial neglect, and poor stamina. Past studies employing a range of commercial gaming systems to deliver rehabilitation to stroke patients provided short-term efficacy but have not yet demonstrated whether or not those games are acceptable, that is, motivational, comfortable, and engaging, which are all necessary for potential adoption and use by patients.

objectiveThe goal of the study was to assess the acceptability of a smartphone-based augmented reality game as a means of delivering stroke rehabilitation for patients with upper limb motor function loss.

methodsPatients aged 50 to 70 years, all of whom experienced motor deficits after acute ischemic stroke, participated in 3 optional therapy sessions using augmented reality therapeutic gaming over the course of 1 week, targeting deficits in upper extremity strength and range of motion. After completion of the game, we administered a 16-item questionnaire to the patients to assess the game's acceptability; 8 questions were answered by rating on a scale from 1 (very negative experience) to 5 (very positive experience); 8 questions were qualitative.

resultsPatients (n=5) completed a total of 23 out of 45 scheduled augmented reality game sessions, with patient fatigue as the primary factor for uncompleted sessions. Each patient consented to 9 potential game sessions and completed a mean of 4.6 (SE 1.3) games. Of the 5 patients, 4 (80%) completed the questionnaire at the end of their final gaming session. Of note, patients were motivated to continue to the end of a given gaming session (mean 4.25, 95% CI 3.31-5.19), to try other game-based therapies (mean 3.75, 95% CI 2.81-4.69), to do another session (mean 3.50, 95% CI 2.93-4.07), and to perform other daily rehabilitation exercises (mean 3.25, 95% CI 2.76-3.74). In addition, participants gave mean scores of 4.00 (95% CI 2.87-5.13) for overall experience; 4.25 (95% CI 3.31-5.19) for comfort; 3.25 (95% CI 2.31-4.19) for finding the study fun, enjoyable, and engaging; and 3.50 (95% CI 2.52-4.48) for believing the technology could help them reach their rehabilitation goals. For each of the 4 patients, their reported scores were statistically significantly higher than those generated by a random sampling of values (patient 1: P=.04; patient 2: P=.04; patient 4: P=.004; patient 5: P=.04).

conclusionsBased on the questionnaire scores, the patients with upper limb motor deficits following stroke who participated in our case study found our augmented reality game motivating, comfortable, engaging, and tolerable. Improvements in augmented reality technology motivated by this case study may one day allow patients to work with improved versions of this therapy independently in their own home. We therefore anticipate that smartphone-based augmented reality gaming systems may eventually provide useful postdischarge self-treatment as a supplement to professional therapy for patients with upper limb deficiencies from stroke.

Indexed as

augmented realitygamificationmotivationmotor rehabilitationparticipationstrokeupper limb rehabilitation

Identifiers

PMID32876580
PMCPMC7495251
OpenAlexW3041090675

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.