Trial reportJournal of neuroengineering and rehabilitation2021
Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke.
Trial report in Journal of neuroengineering and rehabilitation, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04538326 (Exercise Intensity During Interactive Video Games and Standard of Care of Individuals Post-Stroke), which is not on this map. Cited by 10 papers, 2 of them syntheses that pooled it.
What it found
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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.
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.
Exercise Intensity During Interactive Video Games and Standard of Care of Individuals Post-Stroke
Who cites it
10 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Behaviorally Informed Interventions to Promote Activity in the Home and Community for Adults With Neurological Disorders: A Systematic Review and Meta-Analysis.Physical therapy · 2025Pooled it
- The impact of Exergames on emotional experience: a systematic review.Frontiers in public health · 2023Pooled it
- Effects of physical fitness using a Kinect system for pre-frail community-dwelling older adults.Frontiers in public health · 2025Trial
- Remote Therapeutic Monitoring Enhances Adherence to a Home Exercise Program in Chronic Stroke.Healthcare (Basel, Switzerland) · 2026Article
- Game Customization and Pace Effects on Movement Performance and the User Experience During Serious Games for Balance Among People After a Stroke: Cross-Sectional Repeated Measures Study.JMIR serious games · 2026Article
- Design and Validation of PACTUS 2.0: Usability for Neurological Patients, Seniors and Caregivers.Sensors (Basel, Switzerland) · 2025Article
- The effects of self-management education on self-efficacy, self-esteem, and health behaviors among patients with stroke.Medicine · 2025Observational
- PEMOCS: theory derivation of a concept for PErsonalized MOtor-Cognitive exergame training in chronic Stroke-a methodological paper with an application example.Frontiers in sports and active living · 2024Article
- Research Status and Emerging Trends in Virtual Reality Rehabilitation: Bibliometric and Knowledge Graph Study.JMIR serious games · 2023Article
- A systematic narrative review of extrinsic strategies to improve affective responses to exercise.Frontiers in sports and active living · 2023Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundActive video games have been embraced for the rehabilitation of mobility and promotion of physical activity for persons post-stroke. This study seeks to compare carefully matched standard of care stepping activities, off-the-shelf (non-custom) active video games and custom active video games that are either self-paced or game-paced for promoting neuromuscular intensity and accuracy, cardiovascular intensity, enjoyment and perceived effort.
methodsFifteen persons (ages 38-72) with mild to moderate severity in the chronic phase post-stroke (average 8 years) participated in a single group counter balanced repeated measures study. Participants were included if they were greater than 6 months post-stroke, who could walk 100 feet without assistance and stand unsupported for three continuous minutes. They were excluded if they had cardiac, musculoskeletal or neurologic conditions that could interfere with repeated stepping and follow instructions. In a single session located in a laboratory setting, participants executed for 8.5 min each: repeated stepping, the Kinect-light race game, two custom stepping games for the Kinect, one was repeated and self-paced and the other was random and game paced. Custom video games were adjusted to the participants stepping volume. Ten-minute rest periods followed the exercise during which time participants rested and completed the PACES an enjoyment questionnaire. Participants were instrumented with a metabolic cart and heart rate sensor for collection of cardiovascular intensity (METs and % of max HR) data. Stepping frequency, accuracy and pattern were acquired via video. Data were analyzed using a RMANOVA and post-hoc comparison with a Holm's/Sidak correction.
resultsNeuromuscular intensity (repetitions) was significantly greater for the off-the-shelf and self-paced custom game, however accuracy was greater for the custom games. Cardiovascular intensity for all activities took place in the moderate intensity exercise band. Enjoyment (measured with a questionnaire and rankings) was greater for the custom active video games and rate of perceived exertion was lower for the custom active video games.
conclusionsCustom active video games provided comparable intensity but better accuracy, greater enjoyment and less perceived exertion than standard of care stepping activities and a carefully matched off-the-shelf (non-custom) video game. There were no differences between the game-paced and self-paced custom active video games.
trial registrationNCT04538326.
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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.