UPPER LIMB MOVEMENT CAPACITY FOLLOWING A GAME-BASED REHABILITATION PROGRAM COMPARED TO TASK-BASED TRAINING POST-STROKE: PRELIMINARY FINDINGS

S. Kumaran D.1, S. Ali A.1, A. Arumugam2
1Manipal Academy of Higher Education, Department of Physiotherapy, Manipal College of Health Professions, Manipal, India, 2University of Sharjah, Department of Physiotherapy, College of Health Sciences, Sharjah, United Arab Emirates

Background: Stroke Recovery and Rehabilitation Roundtable recommends objective measurement of quality of upper limb motor performance using technological tools to help differentiate restitution from compensation strategies post-stroke. Commonly used clinical outcome measures are unable to objectively measure upper limb movement capacity. The ArmAbleTM is an interactive gaming technology which is capable of measuring the movement capacity in terms of distance, time and velocity of movement. Studies assessing the movement capacity following a game-based rehabilitation on upper limb function are scarce.

Purpose: To assess upper limb movement capacity following a game-based rehabilitation program compared to task-based training post-stroke.

Methods: In this on-going, single-blinded, randomized clinical trial (CTRI/2020/09/027651), 30 adults (mean age ± SD: 59.2 ± 11.2; 70% males) with acute/sub-acute unilateral stroke were randomized to receive either an intensive, functional, gamified training program using the ArmAble™ (n = 15) or task-based training (n = 15) in addition to a conventional therapy for 2 hours/day, 6 days/week for 2 weeks. Kinematic (movement capacity) analysis was done using an assessment game, in which a target (indicated by a circle) will appear at a 30-cm radius (near target) of the computer screen of the ArmAble™. Assessment was done unilaterally with their affected limb. Movement capacity such as distance, time and velocity were measured at the baseline and end of 2-week intervention by a blinded outcome assessor. Mann-Whitney U test was used to analyse the skewed data.

Results: All participants in both groups completed the assigned interventions without any adverse effects. Between-group analysis showed a significant difference in the velocity (Median difference (MD) [Q1, Q3] = 3.49 [-3.67, 14.2]; p= 0.026) in the game-based rehabilitation group compared to the task-based training group. However, no significant difference was observed for distance (MD [Q1, Q3] = 0.720 [-3.26, 14.7]; p=0.256) and time (MD [Q1, Q3]= 1.10 [-0.395, 1.42]; p= 0.077) variables. Ten participants in the experimental group could not fully perform the baseline/pre-intervention assessment because of severe upper limb weakness but six of them improved and completed the post-intervention assessment. Five participants in the comparator group were able to neither fully perform pre-intervention nor post-intervention assessment.

Conclusions: Upper limb movement capacity, as assessed using a novel assessment game, is found to improve following a game-based rehabilitation program with the ArmAble™ compared to task-based training, in addition to a conventional therapy, in people with stroke.

Implications: Movement capacity analysis measured with the ArmAble™ could be used as a routine outcome measure to assess the functional status of the affected upper limb in people with stroke.

Funding acknowledgements: This study is partially funded by BeAble Health Pvt Ltd. (IIT Hyderabad, Telangana, India) and Society of Indian Physiotherapists

Keywords:
Movement capacity assessment
Upper extremity
Game-based training

Topics:
Neurology: stroke
Disability & rehabilitation
Innovative technology: information management, big data and artificial intelligence

Did this work require ethics approval? Yes
Institution: Manipal Academy of Higher Education, Manipal, Karnataka, India
Committee: Institutional Ethics Committee, Kasturba Medical College and Kasturba Hospitals
Ethics number: IEC - 328/ 2020

All authors, affiliations and abstracts have been published as submitted.

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