Stroke
Conditions
Keywords
Chronic stroke, Active video games, Balance
Brief summary
Serious games for rehabilitation are delivered through systems that are either customised or non-customised. Custom serious games allow for control of feedback, setting of game speed and difficulty, while non-custom games are less adaptable but provide attractive graphics and sounds. The study compared the activity intensity and user experience of persons after stroke while playing custom and non-custom virtual reality balance games that were both game- and self-paced.
Detailed description
Persons in chronic phase poststroke will play 12 games (6 self- and 6 game-paced games) over two sessions (in randomised order). Within each game-type, custom and non-custom games will be played in random order. All games will be played on a balance board, whereby each pair of a custom and non-custom game will require comparable movement directions of the center of pressure. The custom system will be compared to the non-custom system in terms of number of repetitions, movement amplitude, users' enjoyment, flow state, likeability and perception of exertion.
Interventions
Custom games played using the Equio system, non-custom Wii Fit games played using the Nintendo Wii Balance Board
Sponsors
Study design
Eligibility
Inclusion criteria
* chronic phase (\>6 months) after stroke * ability to walk with supervision or independently with or without walking aid on flat ground or all surfaces * stable health condition * ability to follow simple instructions
Exclusion criteria
* additional neurological condition * musculoskeletal impairments that would interfere with execution of the required tasks or completing the questionnaires
Design outcomes
Primary
| Measure | Time frame | Description |
|---|---|---|
| Number of repetitions | On the day of the intervention during each game (anticipated duration: 5 minutes) | Number of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software |
| Amplitude | On the day of the intervention during each game (anticipated duration: 5 minutes) | Amplitude of pelvic displacements in medio-lateral direction extracted from video-recording using specialised software |
Secondary
| Measure | Time frame | Description |
|---|---|---|
| Users' enjoyment | On the day of the intervention after each game (anticipated: every 5 minutes) | Assessed using the Modified Physical Activity Enjoyment Scale (scale score expressed as percentage; higher scores mean a better outcome) |
| Flow state | On the day of the intervention after each game (anticipated: every 5 minutes) | Assessed using the Flow State Scale for Occupational Tasks (scale score range 14-98; higher scores mean a better outcome) |
| Likeability | On the day of the intervention after each game (anticipated: every 5 minutes) | Rated on a scale from 1 (least liked) to 6 (most liked) |
| Perception of exertion | On the day of the intervention after each game (anticipated: every 5 minutes) | Assessed using the Borg's Scale (scale score range 6-20; higher scores mean a worse outcome) |
Countries
Slovenia