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Pilot study to test effectiveness of video game on reaching performance in stroke

Robotic systems currently used in upper-limb rehabilitation following stroke rely
on some form of visual feedback as part of the intervention program. We evaluated
the effect of a video game environment (air hockey) on reaching in stroke with
various levels of arm support. We used the Arm Coordination Training 3D system to
provide variable arm support and to control the hockey stick. We instructed seven
subjects to reach to one of three targets covering the workspace of the impaired
arm during the reaching task and to reach as far as possible while playing the
video game. The results from this study showed that across subjects, support
levels, and targets, the reaching distances achieved with the reaching task were
greater than those covered with the video game. This held even after further
restricting the mapped workspace of the arm to the area most affected by the
flexion synergy (effectively forcing subjects to fight the synergy to reach the
hockey puck). The results from this study highlight the importance of designing
video games that include specific reaching targets in the workspace compromised
by the expression of the flexion synergy. Such video games would also adapt the
target location online as a subject's success rate increases.

Langue : ANGLAIS

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