None listed
Conditions
Brief summary
The primary aims of the study include 1)to determine whether 8 weeks of exercise-based videogame exercise performed at home independently by a chronic stroke survivor is feasible; and 2) to determine whether exercise-based videogames used at home independently by a chronic stroke survivor improve upper and lower limb motor coordination. A single-subject randomised controlled trial design will be used. The participant is an independently-living 51 year old long-term male stroke survivor with ongoing lower limb and upper limb motor coordination problems on his affected side. The participant will practise upper limb and lower limb exercise-based videogames independently at home over an 8-week period (2 x 2 weeks of upper limb exercise-based videogames, and 2 x 2 weeks of lower limb exercise-based videogames). The order of the upper limb and lower limb exercise periods will be randomised. The participant will practise the games as much as possible during his normal daily routine. The primary outcomes include choice stepping time (lower limb) and arm reach reaction time (upper limb). Secondary outcomes include the High-level Mobility Assessment Tool, tandem walk, step test, 6-minute walk, upper limb items of the Motor Assessment Scale, Box-and-Block Test, Action Research Arm Test, System Usability Scale, and subjective gait video assessment. This study will provide valuable information on the feasibility and efficacy of using exercise-based videogame exercises in the home after stroke
Interventions
A crossover study design will be used. There will be 4 two-week intervention periods. During each intervention period, the participant will use exercise-based videogames (X-Box Kinect and Apple I-pad) independently at home. These videogames will be setup in the participant's home 2 weeks prior to beginning the first intervention period to enable a 2-week unblinded 'run-in' period. During each intervention period, either upper limb or lower limb videogame exercise will be undertaken. There will be no 'washout period' between the intervention periods. The participant will be asked to perform as much practice using the videogames as possible within their normal daily routine, and to progress to more physically challenging games as able. The videogames used and their intensity or difficulty will be participant selected, however an experienced clinical physiotherapy neurology specialist will be available via phone to assist the participant with any exercise-related questions. A technology specialist will also be available to assist with any videogame hardware issues.
Sponsors
Study design
Eligibility
Inclusion criteria
The single participant is a long-term adult stroke survivor. He has ongoing lower limb and upper limb motor coordination problems on his affected side. He is able to walk independently and use his affected arm for daily tasks. He lives independently within the community.
Exclusion criteria
N/A