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Accepted for/Published in: JMIR Serious Games

Date Submitted: Dec 2, 2024
Date Accepted: Apr 23, 2025

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

A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis

Arbuckle SA, Knill AS, Chan-Cortés MH, Rozanski G, Ford AE, Derungs LT, Krakauer JW, Ejaz N, Putrino D, Tosto-Mancuso J, Branscheidt M

A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis

JMIR Serious Games 2025;13:e69335

DOI: 10.2196/69335

PMID: 40638834

PMCID: 12270188

A resource efficient, high-dose neurorehabilitation program for chronic stroke at home: Retrospective real-world analysis

  • Spencer A Arbuckle; 
  • Anna Sophie Knill; 
  • Michelle H Chan-Cortés; 
  • Gabriela Rozanski; 
  • Anastasia Elena Ford; 
  • Louis T Derungs; 
  • John W Krakauer; 
  • Naveed Ejaz; 
  • David Putrino; 
  • Jenna Tosto-Mancuso; 
  • Meret Branscheidt

ABSTRACT

Background:

Accumulating evidence and medical guidelines recommend high-dose neurorehabilitation for recovery after stroke. The reality, however, is that most patients receive a fraction of this dose, with therapist availability and costs of delivery being major implementational barriers.

Objective:

To explore a potential solution, we conducted a retrospective analysis of a real-world enhanced clinical service that used gamified self-training technologies at home under remote therapist supervision.

Methods:

Data from 17 patients who completed a 12-18 week full-body, high-dose neurorehabilitation program entirely at home were analyzed. Program delivery relied on patients mostly training independently (asynchronously) with the MindMotion GO gamified-therapy solution. Accompanying telerehabilitation training sessions with a therapist occurred weekly while therapists used a web application to continuously monitor and manage the program remotely. Effectiveness of the program was assessed through measured active training time (ATT), a measure more closely reflecting delivered dosage as opposed to scheduled dose. Patient recovery was evaluated with standardized impairment and functional clinical measures, and patient self-reported outcome measures. Finally, a cost model was computed to evaluate the resource efficiency of the program.

Results:

Patients maintained high training adherence throughout and reached an average total ATT of 39.7 ±21.4 hours, with the majority delivered asynchronously (82.2 ±10.8%). Patients improved in both upper-limb (Fugl-Meyer Upper Extremity, +6.4 ±5.1; P<.001) and gait and balance measures (Functional Gait Assessment, +3.1 ±2.6; P<.001; Berg Balance Scale, +6.1 ±4.4; P=.025). Overall, the program was viewed very favorably amongst patients, with 73.7% respondents being satisfied or very satisfied, while 63.2% of respondents reporting subjective improvements in physical abilities. Per-patient therapist costs approximated $338 USD, representing a resource-efficient alternative to delivering the same dose via one-on-one in-person training sessions ($1903 USD).

Conclusions:

This work demonstrates effective high-dose neurorehabilitation delivery via gamified therapy technologies at home and shows that training time can be successfully decoupled from therapist-presence without compromising adherence, outcomes, or patient satisfaction. Given growing concerns over therapist availability and increasing health care costs, this resource-efficient approach can help achieve medical guidelines and complement existing clinic-based approaches.


 Citation

Please cite as:

Arbuckle SA, Knill AS, Chan-Cortés MH, Rozanski G, Ford AE, Derungs LT, Krakauer JW, Ejaz N, Putrino D, Tosto-Mancuso J, Branscheidt M

A Resource-Efficient, High-Dose, Gamified Neurorehabilitation Program for Chronic Stroke at Home: Retrospective Real-World Analysis

JMIR Serious Games 2025;13:e69335

DOI: 10.2196/69335

PMID: 40638834

PMCID: 12270188

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