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Accepted for/Published in: JMIR Serious Games

Date Submitted: Aug 12, 2020
Date Accepted: Feb 22, 2021

The final, peer-reviewed published version of this preprint can be found here:

A Depth Camera–Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study

Xu Y, Tongmei Q, Lin Y, Ming WK, Mai W, Huang W, Chen Z

A Depth Camera–Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study

JMIR Serious Games 2021;9(1):e20916

DOI: 10.2196/20916

PMID: 33759795

PMCID: 8078039

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

A KinectTM-based, task-specific, virtual reality rehabilitation game for patients with stroke: A usability test and clinical trial

  • Yangfan Xu; 
  • Qinzi Tongmei; 
  • Yangyang Lin; 
  • Wai-Kit Ming; 
  • Wangxiang Mai; 
  • Weixin Huang; 
  • Zhuoming Chen

ABSTRACT

Background:

The use of Virtual Reality (VR) is popular in clinical rehabilitation, but the effects of using commercial VR games in stroke patients have been mixed.

Objective:

Therefore, we developed a Kinect-based task-specific virtual reality game, “Stomp Joy”, for post-stroke rehabilitation of the lower extremities. This study aim to assess its feasibility and clinical efficacy.

Methods:

We carried out a feasibility test for “Stomp Joy” within representative user groups. Then, a clinical efficacy experiment was performed with a randomized controlled trial of 22 patients with stroke who received ten sessions (2 weeks) of conventional physical therapy only (control group) or conventional physical therapy plus 30 min of “Stomp Joy” intervention (experimental group). The Fugl-Meyer Assessment for lower extremity (FMA-LE), Modified Bathel Index (MBI), Berg Balance Scale Score (BBS), Single leg supporting time (SLS Time), drop-out rate, and adverse effects were recorded.

Results:

The feasibility test showed “Stomp Joy” improved interest, pressure, perceived competence, value, and effort by using intrinsic motivation scale (IMI). The clinical efficacy trial showed that a significant time-group interaction effect for FMA-LE (p = 0.006), MBI (p = 0.001), BBS (p = 0.004), and SLS Time (p = 0.001). A significant time effect was found in FMA-LE (p = 0.001), MBI (p < 0.001), BBS (p < 0.001), and SLS Time (p = 0.025). These indicate an improvement in LE motor ability, basic activities of daily living, balance ability, and single-leg supporting time in both groups after 2 weeks of intervention. However, no significant effects were found of group on FMA-LE (p = 0.06), MBI (p = 0.76), and BBS (p = 0.38), while a significant group interaction was detected for SLS Time (p < 0.001). These results indicate that the experimental group significantly improved more in SLS Time than the control group. No one left the trial, and no adverse effects were reported.

Conclusions:

“Stomp Joy” is an effective Kinect-base VR game for replacing part of the conventional physiotherapy time, achieving equally effective improvement in LE function among stroke survivors.


 Citation

Please cite as:

Xu Y, Tongmei Q, Lin Y, Ming WK, Mai W, Huang W, Chen Z

A Depth Camera–Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study

JMIR Serious Games 2021;9(1):e20916

DOI: 10.2196/20916

PMID: 33759795

PMCID: 8078039

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