Evidence map›Paper›PMID 41341421›Full record

ArticleJMIR neurotechnology2025

A Game-Based Mechatronic Device for Digital Rehabilitation of Hand Function After a Stroke: Design, Prototyping, and Feasibility Study.

Anuprita Kanitkar, Nariman Sepehri, Ariel Lezen, Sanjay Tejraj Parmar, Cherry Kit-Fong Hin, Tony Joseph Szturm

Abstract read
In one paragraph

Article in JMIR neurotechnology, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–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.

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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

6 authors.

Anuprita KanitkarDepartment of Physical Therapy, College of Rehabilitation Sciences, University of Manitoba, Winnipeg, MB, Canada.ORCID https://orcid.org/0000-0001-9678-1152
Nariman SepehriDepartment of Mechanical Engineering, Price Faculty of Engineering, University of Manitoba, Winnipeg, MB, Canada.ORCID https://orcid.org/0000-0002-6384-8776
Ariel LezenDepartment of Mechanical Engineering, Price Faculty of Engineering, University of Manitoba, Winnipeg, MB, Canada.ORCID https://orcid.org/0009-0009-3917-444X
Sanjay Tejraj ParmarSDM College of Physiotherapy, Shri Dharmasthala Manjunatheshwara University, Dharwad, India.ORCID https://orcid.org/0000-0001-7186-0532
Cherry Kit-Fong HinDepartment of Physical Therapy, College of Rehabilitation Sciences, University of Manitoba, Winnipeg, MB, Canada.ORCID https://orcid.org/0009-0001-9281-8461
Tony Joseph SzturmDepartment of Physical Therapy, College of Rehabilitation Sciences, University of Manitoba, Winnipeg, MB, Canada.ORCID https://orcid.org/0000-0002-6255-0177

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: This paper presents an easy-to-use, affordable robotic manipulandum device (RMD) equipped with smart monitoring and assistive technologies to engage in game-based exercise and repetitive task practice. The RMD has been designed to enhance a wide range of fine motor manual dexterity skills, including thumb, finger, and wrist movements. By focusing on finger and hand functions, it extends its utility beyond basic reaching or object transfer movements. Various interchangeable 3D-printed therapy handles of different shapes and sizes can be easily attached to the RMD drive shaft. These handle movements can be used to engage with numerous affordable, commercially available computer games, allowing patients to practice tasks that involve varying movement amplitudes, speeds, precision, and cognitive challenges. Additionally, the device is capable of automatically recording and storing the patient's real-time performance data on any given computer, integrating assessment into treatment. Objective: A pilot study was conducted with 5 patients with stroke to examine the feasibility and benefits of a 6-week game-based exercise program using the proposed device. Methods: A feasibility study was conducted with 5 participants. Data were collected using the computer game-based upper extremity assessment of manual dexterity and Wolf Motor Function Test (WMFT) before and after the intervention lasting 6 weeks. Results: The pilot study demonstrated that clients' expectations related to manual dexterity were met. The average improvement in the functional ability score of the WMFT was 14 (SD 3) points, with all participants exceeding the minimal clinically important difference. The average reduction in total time was 30 (SD 14) seconds, with 4 of 5 participants surpassing the minimal clinically important difference. For the computer game-based upper extremity assessment, the average improvement in success rate was 23% (SD 12%), and the average decrease in response time was 105 (SD 44) milliseconds. Conclusions: Findings revealed acceptable, engaging, game-based, and task-oriented training with a high level of compliance. Substantial improvements from pre- to postintervention were observed using the WMFT and assessments of manual dexterity.

Indexed as

assistive technologyfeasibilityfine motorfingerhand functionmanual dexteritymotor neuronmotor rehabilitationmovementnervenervous systempilotpoststrokeprototypeprototypingsmart monitoringstrokethumbwrist

Identifiers

PMID41341421
PMCPMC12671284

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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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.