Effectiveness of an intensive, functional, gamified Rehabilitation program in improving upper limb motor function in people with stroke: A protocol of the EnteRtain randomized clinical trial

Ali, Sulfikar and Kumaran, Senthil D (2021) Effectiveness of an intensive, functional, gamified Rehabilitation program in improving upper limb motor function in people with stroke: A protocol of the EnteRtain randomized clinical trial. Contemporary Clinical Trials, 105 (3). pp. 1-8. ISSN 1551-7144

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Abstract

Introduction: Game-based rehabilitation is an emerging therapeutic intervention that allows intensive, repetitive, task based training to improve upper limb (UL) function following stroke, based on the principles of neuroplasticity and motor (re)learning. Rehabilitation using commercial gaming system will be motivating, enjoyable, challenging and affordable. Therefore, the present study aims at assessing the effectiveness of an intensive, functional, gamified rehabilitation program using the ArmAble™ device in improving UL motor function in people with stroke. Method: In this single-blinded, multi-centric, randomized clinical trial, 120 adults with acute/sub-acute unilateral stroke will be randomized to receive an intensive, functional, gamified training program using the ArmAble™ or task-based training along with a conventional therapy for 2 h/day, 6 days/week for 2 weeks, followed by a homebased, functional rehabilitation program for another 4 weeks (~30 min/day, 6 days/week). Primary outcomes evaluated by a blinded assessor at the baseline, 2 weeks and 6 weeks’ post-intervention will include the FuglMeyer assessment – upper extremity and the action research arm test. A linear mixed effect regression model or relevant non-parametric tests will be used to analyze the data for all outcomes. An intention-to-treat analysis will be used with missing data handled by multiple imputation. Discussion: Rehabilitation provided with the ArmAble™ device, if found effective, can be used from the early stages post-stroke to provide intensive, repetitive, gamified training to improve UL motor function.

Item Type: Article
Uncontrolled Keywords: Commercial games; Game-based training; hemiparesis; hemiplegia; upper extremity; virtual reality.
Subjects: Allied Health > MCOAHS Manipal > Physiotherapy
Depositing User: KMC Library
Date Deposited: 15 Nov 2021 08:45
Last Modified: 15 Nov 2021 08:45
URI: http://eprints.manipal.edu/id/eprint/157675

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