强化、功能性和游戏化康复计划对脑卒中患者上肢功能的影响(EnteRtain):多中心随机临床试验。

Neurorehabilitation and neural repair Pub Date : 2024-04-01 Epub Date: 2024-01-29 DOI:10.1177/15459683231222921
A Sulfikar Ali, D Senthil Kumaran, Amritha Unni, Sanjukta Sardesai, Vasudeva Prabhu, Punitha Nirmal, Aparna R Pai, Vasudeva Guddattu, Ashokan Arumugam
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引用次数: 0

摘要

背景1:尽管人们对游戏康复治疗中风后上肢(UL)恢复的兴趣与日俱增,但基于游戏的康复治疗结合功能性游戏的效果却缺乏研究:目的:研究在急性/亚急性脑卒中幸存者中,与基于任务的训练相比,强化功能性游戏化康复项目对上肢运动功能的疗效:这项随机、多中心、单盲临床试验包括 120 名单侧中风患者,他们被随机分配接受 ArmAble™ 游戏化训练(n = 64)[实验组(EG)]或任务型训练(n = 56),结合常规治疗,每天 2 小时,每周 6 天,为期 2 周,然后在家中进行为期 4 周的 UL 复健。由盲人评估员评估的主要结果包括福格尔-迈耶评估-上肢(FM-UE)和行动研究手臂测试(ARAT)。数据采用线性混合效应回归模型进行分析:EG 组参与者的平均年龄(标准差)为 54.4 ± 11.7 岁(78.1% 为男性),参照组(CG)参与者的平均年龄(标准差)为 57.7 ± 10.9 岁(73.2% 为男性)。中风后的中位时间(四分位数间距)在 EG 组为 30.0 (54.0) 天,在 CG 组为 22.5 (45.0) 天。经过 2 周的干预后,EG 的 FM-UE 有了统计学意义上的显著改善[组间平均差异(95% 置信区间):-3.9(-6.5)]:-3.9(-6.5,-1.3);P = .003];但在 ARAT 方面没有明显改善[-2.9(-5.8,0.0);P = .051]。6周后,EG组在FM-UE [-3.9 (-6.5, -1.3); P = .003]和ARAT [-3.0 (-5.9, -0.0); P = .046]方面的进步明显更大:结论:使用 ArmAble™ 设备进行游戏化康复训练可在急性/亚急性中风后立即短期改善 UL 功能:临床试验登记号: CTRI/2020/09/027651。
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Effectiveness of an Intensive, Functional, and Gamified Rehabilitation Program on Upper Limb Function in People With Stroke (EnteRtain): A Multicenter Randomized Clinical Trial.

Background1: Despite a growing interest in gaming rehabilitation for upper limb (UL) recovery post-stroke, studies investigating the effects of game-based rehabilitation incorporating functional games are lacking.

Objective: To investigate the efficacy of an intensive, functional, gamified rehabilitation program compared to task-based training on UL motor function in acute/sub-acute stroke survivors.

Methods: This randomized, multicenter, single-blind, clinical trial comprises 120 participants with unilateral stroke who were randomized to receive either gamified training (n = 64) using the ArmAble™ [experimental group (EG)] or task-based training (n = 56) in conjunction with conventional therapy for 2 hours per day, 6 days per week for 2 weeks, followed by UL rehabilitation for another 4 weeks at home. Primary outcomes evaluated by a blinded assessor included the Fugl-Meyer Assessment-Upper Extremity (FM-UE), and Action Research Arm Test (ARAT). Data were analyzed using a linear mixed-effect regression model.

Results: The mean (standard deviation) age of the participants was 54.4 ± 11.7 years (78.1% men) in the EG and 57.7 ± 10.9 years (73.2% men) in the comparator group (CG). The median (interquartile range) time since stroke was 30.0 (54.0) days in the EG and 22.5 (45.0) days in the CG. Following the 2-week intervention, a statistically significant improvement was observed in the EG for the FM-UE [between-group mean differences (95% confidence interval): -3.9 (-6.5, -1.3); P = .003]; but not for the ARAT [-2.9 (-5.8, 0.0); P = .051]. Gains at 6 weeks were significantly greater in the EG for both FM-UE [-3.9 (-6.5, -1.3); P = .003]; and ARAT [-3.0 (-5.9, -0.0); P = .046].

Conclusion: Gamified rehabilitation using the ArmAble™ device has shown immediate and short-term improvement in UL function after acute/sub-acute stroke.

Clinical trials registry number: CTRI/2020/09/027651.

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