Professional Documents
Culture Documents
Course description
Current research supports that multiple repetitions of task specific practice are essential to improvement in function post stroke. However, recent work has shown that individuals post stroke are not getting the necessary repetitive practice in the outpatient setting, especially related to upper extremity activities. This presentation describes the use of video gaming in individuals post stroke, with the goal of providing additional repetitive, task-specific upper extremity practice. It also reviews the results of a pilot study assessing the effectiveness using gaming in a group of individuals with chronic stroke.
Objectives
Understand the importance of repetitive task specific practice in recovery of function post stroke, discuss the difference and controversy regarding repetitive task practice versus impairment-based interventions, and review evidence on the occurrence of repetitive task specific practice in the current outpatient setting. Analyze how video games, specifically Wii, PlayStation2 with the EyeToy, and Rock Band can be used and modified for individuals at various levels of function post stroke to: Achieve repetitive task specific upper extremity practice Address impairments Improve sitting balance
Objectives
Discuss feasibility issues related to using video gaming in an outpatient environment Interpret changes in motor function in a group of individuals with chronic stroke (n=6) as a result of video gaming Identify additional questions raised by this pilot clinical study and directions for additional investigation.
Introduction
Literature Review and Study Aims
Multiple repetitions of task practice, such as eating with a spoon or combing hair, are essential to improvement in that specific function post stroke. (Kleim & Jones 2008; Boyd &
Winstein 2003; Boyd & Winstein 2006; Wolf et al. 2006; Boyd et al. 2009)
Practice repetitions
While the magnitude of practice repetitions is not yet fully delineated for various motor skills and after differing degrees of brain injury, it is thought that individuals post stroke must practice a task for a minimum of several thousand repetitions in order to relearn a task. (Kleim & Jones 2008; Boyd et al.
2009)
In order for the task to be completed correctly, a skilled professional must often supervise.
Expensive to provide the hours of training that are frequently part of the typical research trials that have resulted in changes in upper extremity function post stroke. (Flynn et al. 2007; Rand et al. 2008; Yavuzer et al. 2008)
Typically provides a three-dimensional computer generated immersion experience The player completes the task similarly to in the real world The experience is typically engaging, realistic and transfers to a comparable real world activity.
(Sveistrup 2004)
Virtual Reality
The virtual reality literature discusses the concepts of immersion and presence
(Riva et al. 2004)
Immersion: the drawing in experience of VR Presence: a form of positive, active engagement that occurs during the VR experience
Gaming has become popular with older adults, with Wii systems appearing in many senior citizen facilities.
Enhanced cardiovascular fitness in turn has been shown to improve cognition as well as cortical plasticity. (Colcombe et al. 2004;
Kramer & Erickson 2007)
Physical activity and exercise may protect and enhance cognitive brain function across the adult lifespan (Kramer & Erickson 2007)
Rand et al 2008
PS EyeToy 12 adults, subacute & chronic stroke Single session High sense of presence Difficulty grading games for lower functioning
Yavuzer et al 2008
PS EyeToy -- UE 20 inpt. <12 mo post stroke 30 min; 5 days/ wk; 4 wks FIM scores no in Brunnstrom stages
We have rarely observed the same degree of task engagement as found during gaming
The only comparable activity was working on the golf swing with a group of golfers post stroke. (Reinthal et al.
2002)
Patientcentered care
Clinical expertise
Support from research literature (evolving) Clinical experience of therapist Meaningful to patient
Study Aims
Begin gaming trial in a natural clinical practice environment to assess:
Feasibility of adding gaming as an adjunct
without added therapy personnel costs using commercially available gaming equipment
In individuals post stroke, examine whether the practice completed through gaming leads to improvement in:
upper extremity function sitting balance
Study team
Multi-Centered Within and between Cleveland State University and Cleveland Clinic Health System (Lakewood Hospital and Cleveland Clinic Main Campus)
Multidisciplinary effort
Neurologic physical therapists Neurologic occupational therapists Epidemiologist/health services researcher Engineers Psychologist STUDENTS
Study Design
Pre-test post-test within subject design
Clinical practice improvement research
No control group (not a randomized clinical trial) Evaluates practice in a natural clinical practice environment
Translational Can often be incorporated into daily clinical practice more readily than a RCT
CBPR has been proposed as an approach that combines research methods and the clinical community Capacity-building strategies to bridge the gap between knowledge produced through research
Encounter between researchers and their community collaborators during each stage of research.
utilize their respective, legitimate knowledge and expertise for examining and addressing a particular issue.
http://www.sbm.org/outlook/0608/articles.asp?article=1
STEP II: Based on goals, be able to select and modify the appropriate games
Clinical Decision Making for Gaming Intervention based on ICF/Nagi Model and PCMM (PT Guide to Practice)
Examination: Meaningful, functional patient goal
Prognosis: Collaborative goal setting and game selection based on impairments and functional limitations to meet functional patient-centered goal
Basis of Fugl-Meyer
Crow and Harmeling-van der Wel,PhysTher v88, 2008
Brunstrom Stages
Stage1: Flaccid paralysis
Analyze for other impairments that must be considered (cognition, sensation, etc.)
For a given functional component, determine what impairments you hypothesize must be addressed in order to be able to accomplish the functional component Comparable to short term goals
EXAMPLE Collaborative goal: Use arm to stabilize objects on table top Functional component from task analysis: Must be able to reach arm over table top (WMFT #6 Hand to box) Impairments to be addressed (short term goals): 1. Inadequate antigravity shoulder flexion strength 2. Inability to obtain isolated shoulder flexion with elbow extension
40 shoulder flexion
55 shoulder flexion
Pre
Post
Practice time Reps of practice* Wakeboarding Baseball Total 74 min. 75 min. 2 hr; 29 min. 1628 600 2228
Game Selection
After establishing collaborative goal(s):
The therapist must know the motor control and other requirements for the game The correct games must be selected The therapist must know how to play the games
Will not address this specifically in this presentation, except under feasibility section See Appendix for games used in this project
Game Selection
Motor Control Demands
Underlying available movement repertoire Unilateral versus bilateral arm use Trunk demands Task specificity Cognitive demands Sensory and spatial relations impact
Game Selection
Bimanual yoked arm
Activities that incorporate large degrees of trunk rotation Golf, baseball swing, drumming
Game Selection
Bimanual hand (variable trunk demands)
Bilateral symmetrical Bubblepop, Wishi Washi
Game Selection
Bimanual hand (variable trunk demands)
Bilateral reciprocal Active assisted: Driving, Wakeboarding Active: Boxing, Drumming
Game Selection
Bimanual hand (variable trunk demands)
Each hand doing something different Guitar, target shooting, archery
Game Selection
Unilateral arm, hand and wrist (variable trunk demands)
Frisbee, Table Tennis, Wii Resort Airsports
Game Selection
Trunk task demands
Mobility / Stability
This clinical decision making model allows for preparatory work on impairments and task components before moving on to practice the actual task, but as part of an engaging task
Cognitive Demands
Attentional demands
Moving objects, such as tennis ball in tennis
Executive functions
Plan game strategy (Golf: direction of wind, type of club to use, etc.) Dual-task performance Ability to complete a task, such as talking while walking, or playing a Wii game while in unsupported sitting or standing.
Other Considerations
Cardiopulmonary demands Communication
Cardiopulmonary Considerations
Monitored for safety
Heart Rate (HR monitor versus manual) RPE Pulse oximetry
Motivation Factor
Taking Advantage of Patients Prior Experiences
Water Skiing Musicians Boxer Bowler Golfer
Motivation Factor
Competition with others Competition with gaming system Socialization within the group (Co-action) Need multiple game choices for a given individual for optimal motivation
Game modifications
Be creative!
Aquaplast (splinting material) covers for controller buttons
Total
3 hrs 59 min
10,864
Feasibility Considerations
Patient
Safety
Therapist
Facility
Knowledge: Therapist outcome productivity measurement Knowledge: game Equipment cost selection & use
Motivation to practice
Facilitating adherence
Support personnel
Reimbursement
Patient-Centered Care:
Facilitating Adherence
(Shephard & Jenson 2002)
Negotiate common ground: collaborative relationships Identify and remove barriers Provide feedback Consider prescribed self-care regiment from patients perspective Customize treatment Enlist family support & access resources Anticipate non-adherence
Reimbursement
Gaming interventions Skilled reimbursable time Non-reimbursable independent /supervised practice Documentation
Preliminary Results
Pilot with chronic stroke population (N=6) who regularly attend a community-based stroke exercise class at Lakewood Hospital Expect less change than with more acute outpatient population
Demographics
Age Sex Side of hemiplegia Brunnstrom arm/hand stage Years post stroke 3 4.5 7 7 5.5 2 Aphasia Yes Yes No No No No *All could ambulate, at a minimum, independently at home with a device #1 73 M Right 2 #2 69 F Right 2-3 #3 86 F Right 3-4 #4 62 M Right 4-5 #5 75 F Left 4-5 #6 59 F Right 6-7
Number of players
Fewer repetitions when more than one player
Continuous tasks/games
PS BubblePop PS WishiWashi Wii Island Flyover
10 30 14 14 11 38 65
Wii Golf
Wii Frisbee
4
4
Wii Powercruising
Wii Wakeboarding
PS Kung2*
PS KnockOut*
* Boxing games can be considered continuous when played in a continuous manner, as measured here; otherwise discrete
1 2 3 4 5 6
Mean SD Median
Pre 52 51 36
Post 42 54 11
#1
#2
#3
#4
#5
#6
Fugl-Meyer
66 point Likert scale Scale from 0 cannot perform, 1 performs partially, 3 performs fully Minimal Clinically Important Difference (MCID): 10% of score (6.6 points) (Gladstone et al 2002)
Only one participant with >6 point improvement, although two others with 5 point improvement
Mean SD Median
Pre 35 24 39
Post 39 26 49
Pre Post
#1
#2
#3
#4
#5
#6
100
C m
80
60
40
20
0
Subject #1
#2
#3
#4
#5
#6
0 #1
Subject
#2
#3
#4
#5
#6
Five-times Sit to Stand Test Activities-specific Balance Confidence Scale Stroke Impact Scale Functional Reach Test
Hand fisted with possible slight voluntary finger flexion FM UE motor score of 7
Goals
Collaborative goal(s):
Exercise in aerobic conditioning range Improved socialization and communication Improve trunk control/balance in sitting Improved arm/hand function?????
Few evidence-based therapeutic options for low level UE Apraxia and functional gaming
11,500
29
11.1
Clinical implication: some individuals can use gaming to achieve cardiovascular exercise, however appropriate game selection is critical for this goal
Increased vocalization, but probably no actual change in language (not measured) Much interaction and engagement during gaming Change in perception of communication May impact on participation level (ICF model)
Subject #4
Brunnstrom stage 5 arm, 4 hand Focus on fine motor control of hand
Subject #3
86 yo F, 7 yr post, R hemiparesis Scoliosis, arthritis Independent ambulator with wheeled walker, household distances Unable to do many items initially on WMFT Unable to flex or abd shoulder against gravity without elbow flexion
Task analysis
Adequate hand function for tasks Improve shoulder function: Antigravity shoulder flexion with elbow extension (isolation of shoulder from elbow) Increase antigravity shoulder flexor strength
Coord
Total
3/6
32/66
2/6
47/66
Subject #4
62 yo M, 7 yr post, R hemiparesis Independent ambulator with standard cane Brunnstrom stage 5 arm, 4 hand Able to do first items on WMFT easily; slower with fine motor tasks Good antigravity shoulder movement but lacking fine motor control of hand/wrist/forearm
Therapist goals:
Increased fine motor control of hand
Picking up and manipulating small objects Isolated finger control (thumb IP flexion) on Wii controller
27,965
29
18.7
Coord
Total
2/6
45/66
2/6
50/66
60.00
50.00 40.00 30.00 20.00 10.00
Pre Post
0.00
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Mean
WMFT Item
Collaborative goal achieved gaming goal; involved with golfers with disability program Enjoys gaming and using a Wii at home with grandchildren
# of repetitions
# of sessions attended
14,576
21
14.3
Games requiring control of hand position in space and grading of force for function
Wii Frisbee Wii Island Flyover and Skydiving
Goal Achievement: Able to fix her hair into a pony tail independently
Future directions
Utilize protocol with additional individuals in outpatient therapy
8 outpatients currently enrolled in outpatient phase
Future directions
Harnesses with sensors
Use of harness for safety Learning new limits of stability Permitting errors
Future directions
Begin customization of commercially available gaming equipment to the stroke population Develop/refine methods of counting repetitions for discrete tasks
Complete development of accelerometer to count repetitions
Future directions
Additional measures to be added
Cognition Presence Engagement Higher level arm/hand function
Dexterity Force control
Functional imaging
Future directions
Next generation of games
Acknowledgments: Funding
Cleveland State Universitys Faculty Research Development Grant 20092010 Cleveland State Universitys Summer Undergraduate Engaged Learning Research/Creative Achievement Award
Acknowledgments: Personnel
Clinical-academic collaboration Area clinicians, academic faculty and students
Acknowledgments: Clinicians
Kathy Szirony, PT; Michelle Wilson, OT (Cleveland Clinic Main) Susan Linder, PT, NCS; Cindy Clark, OT (Lakewood) Marcy Stalvey, PT, NCS (Edwin Shaw) Expanding to other facilities soon
Acknowledgments: Students!!!!!
Pre PT, OT, and engineering undergrads Julie Petrash, Logan Huba, Colleen Conway, Julie Chaya DPT students Janet Fonovic, Lauren Heath, Cara Doerschuk, Scott Goia, Michelle Kellicker, Matt Shultz Other graduate students Milind Mehta
Acknowledgments: Students
Engaged Learning
References
Agency for Healthcare Research and Quality. Community Based Participatory Research: Assessing the Evidence. http://www.ahrq.gov/downloads/pub/evidence/pdf/cbpr/c bpr.pdf. Accessed February 14, 2010 Banz R, Bollinger M, Colombo G, Dietz V, Lunenburger L. Computerized visual feedback: an adjunct to roboticassisted gait training. Physical Therapy. 2008;88(10):1135-1145.
Barker R, Brauer S, Carson R. Training reaching in stroke survivors with severe and chronic upper limb paresis using a novel nonrobotic device: a randomized clinical trial. Stroke. 2008;39:1800-1807. Betker A, Desai A, Nett C, Kapadia N, Szturm T. Gamebased exercises for dynamic short-sitting balance rehabilitation of people with chronic spinal cord and traumatic brain injuries. Physical Therapy. 2007;87(10):1389-1398. Boyd L, Lang C, Scheets P. Categorizing practice and counting repetitions: what are we doing for people after stroke? Combined Sections Meeting 2009. Las Vegas, NV: American Physical Therapy Association; 2009. Boyd L, Winstein C. Impact of explicit information on implicit motor-sequence learning following middle cerebral artery stroke. Physical Therapy. 2003;83(11):976-989.
Boyd L, Winstein C. Explicit information interferes with implicit motor learning of both continuous and discrete movement tasks after stroke. Journal of Neurologic Physical Therapy. 2006;30(2):46-59. Brosseau L, Wells G, Finestone H, al e. Ottawa panel evidence-based clinical practice guidelines for post-stroke rehabilitation. Topics in Stroke Rehabilitation. 2006;13:1279. Calcautti C, Baron J. Functional neuroimaging studies of motor recovery after stroke in adults. Stroke. 2003;34:1553-1566. Cauraugh J, Kim S. Two coupled motor recovery protocols are better than one: electromyogram-triggered neuromuscular stimulation and bilateral movements. Stroke. 2002;33:1589-1594.
Colcombe C, Kramer A, Erickson K, et al. Cardiovascular fitness, cortical plasticity, and aging. Proceedings of the National Academy of Sciences of the USA. 2004;101(9):3316-3321. Crosbie J, Lennon S, McNeil M, McDonough S. Virtual reality in rehabilitation of the upper limb after stroke: the user's perspective. Cyberpsychol Behav. 2006;9:137-141. Crow et al. Hierarchical properties of the motor function section of the FMA scale for people after stroke: A retrospective study. PTJ. 2008;88:1554-1567. Crutchfield C, Barnes ML. Motor Control and Motor Learning in Rehabilitation (2nd ed.). Stokesville Publishing, 1993. Deutsch J, Borberly M, Filler J, Huhn K, Guarrera-Bowlby P. Use of a low-cost, commercially available gaming console (Wii) for rehabilitation of an adolescent with cerebral palsy. Physical Therapy. 2008;88(10):1196-1207.
Duncan P, Zorowitz R, Bates B, al e. Management of adult stroke rehabilitation care: a clinical practice guideline. Stroke. 2005;36:e100-e143. Frick E, Alberts J. Combined use of repetitive practice and an assistive robot device in a patient with sub acute stroke. Physical Therapy. 2006;86(10):1378-1386. Flynn S, Palma P, Bender A. Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Post stroke: A Case Report. Journal of Neurologic Physical Therapy. 2007;31(4):180-189. Gladstone et al. The FMA of motor recovery after stroke: a critical review of its measurement properties. Neurorehab and Neural Repair. 2002;16(3):232-240
Graves L, Stratton G, Ridgers N, Cable N. Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross-sectional study. British Medical Journal. 2007;335(7633):1282-1284. Gresham G, Duncan P, Stason W, al e. Clinical Practice Guideline 16. In: US Department of Health and Human Services PHS, ed: Agency for Health Care Policy and Research; 1995. Hesse S, Werner C, Pohl M, Ruechriem S, Mehrholz J, Lingnau M. Computerized arm training improves motor control of severely affected arm after stroke. Stroke. 2005;36(9):1960-1966. Hsueh et al. Psychometric comparison of 2 versions of the FM motor scale and 2 versions of the stroke rehab assessment of movement. Neurorehab and Neural Repair. 2008;22(6).
Kleim J, Jones T. Principles of exercise-dependent neural plasticity: implications for rehabilitation after brain injury. J Speech Lang Hear Res. 2008;51(1):S225-239. Kramer A, Erickson K. Capitalizing on cortical plasticity: influence of physical activity on cognition and brain function. Trends in Cognitive Science. 2007;11(8):342-348. Lang C, MacDonald J, Gnip C. Counting repetitions: an observational study of outpatient therapy for people with hemiparesis post-stroke and invited commentary. Journal of Neurologic Physical Therapy. 2007;31(1):3-11. Lin et al. Minimal detectable change and clinically important difference of the SIS in stroke patients. Neurorehab and Neural Repair. 2008;23(5):429-434. Lin et al. Psychometric comparisons of 4 measures for assessing UE function in people with stroke. PTJ. 2009;89(8):840-850.
Lotze M, Braun C, Birbaumer N, Anders s, Cohen L. Motor learning elicited by voluntary drive. Brain. 2003;126:866-872. Luft A, McCombe-Waller C, Whitall J, al e. Repetitive bilateral arm training and motor cortex activation in chronic stroke: a randomized controlled trial. JAMA. 2004;292(15):1853-1861. Mirelman A, Bonato P, Deutsch J. Effects of Training With a Robot-Virtual Reality System Compared With a Robot Alone on the Gait of Individuals After Stroke. Stroke. 2009;40:169-174. McCulloch K. Attention and dual-task conditions: physical therapy implications for individuals with acquired brain injury. Journal of Neurologic Physical Therapy. 2007;31:104-118.
Rand D, Eng J, Tang P, Jeng J, Hung C. How Active Are People With Stroke?: Use of Accelerometers to Assess Physical Activity Stroke. 2009;40:163-168. Rand D, Kizony R, Weiss PL. The Sony PlayStation II EyeToy: Low-Cost Virtual Reality for Use in Rehabilitation. Journal of Neurologic Physical Therapy. 2008;32(4):155-163. Reinthal M, Anderson B, Bukovec T, Runion B. Use of the golf swing as a physical therapy adjunct in individuals with chronic stroke. Neurology Report. 2002;26(4). Riva G, Mantovani F, Gaggioli A. Presence and rehabilitation: toward second-generation virtual reality applications in neuropyschology. J Neuroeng Rehabil. 2004;1(9).
Staines W, McIlroy W, Graham S, Black S. Bilateral movement enhances ipsilesional cortical activity in acute stroke: a pilot functional MRI study. Neurology. 2001;56(3):401-404. Sunderland A, Tuke A. Neuroplasticity, learning, and recovery after stroke: a critical evaluation of constraintinduced therapy. Neuropsychological Rehabilitation. 2005;15(2):81-96. Shepard KF, Jensen GM. Handbook of Teaching for Physical Therapists. 2nd ed. Boston, MA: Butterworth Heinemainn Publishers; 2002. Sveistrup H. Motor rehabilitation using virtual reality: a review. J Neuroeng Rehabil. 2004;1:10-18.
Wolf S. Revisiting constraint-induced movement therapy: are we too smitten with the mitten? is all nonuse "learned"? and other quandaries. Physical Therapy. 2007;89(9):1212-1223. Wolf S, Winstein C, Miller J, Taub E, Uswatte G, Morris D. Effect of constraint-induced movement therapy on upper extremity function 3 to 9 months after stroke: the EXCITE randomized clinical trial. JAMA. 2006;296(17):2095-2104. Yavuzer G, Senel A, Atay M, Stam H. PlayStation EyeToy games improve upper extremity-related motor functioning in subacute stroke: a randomized controlled clinical trial European Journal of Physical and Rehabilitation Medicine. 2008;44(3):237-244. Westfall JM, Mold J, Fagan L. Practice Based Research Blue Highways on NIH Roadmap. JAMA. 2007;297(4): 403-406.
Appendix A
Project Games
wiki.groept.be/confluence/display/GL/Eye+Toy
news.bbc.co.uk/2/hi/3123993.stm
www.videogamesblogger.com/2006/01/14/ps2-revi...
Wii Sports
Bowling Baseball Boxing Golf nintendic.com Tennis Full games plus training options
Putting Batting practice
Wii Resort
Swordplay Wakeboarding Frisbee dog Frisbee golf Archery Basketball Table Tennis
www.edge-online.com/news/wii-sports-sequel-le...
Wii Resort
Golf Bowling Power Cruising Canoeing Cycling Air sports
wii.ign.com/dor/objects/14266992/wii-sports
Rock Band
Guitar Drums Microphone Implications for individuals with aphasia Utilization of song versus practice mode
Reinthal, Linder, Szirony, & Milidonis; not to be copied without permission
www.wired.com/.../magazine/1 5-10/mf_harmonix