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Clinical feasibility of interactive motion-controlled games for stroke rehabilitation

Overview of attention for article published in Journal of NeuroEngineering and Rehabilitation, August 2015
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  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (80th percentile)
  • High Attention Score compared to outputs of the same age and source (84th percentile)

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Title
Clinical feasibility of interactive motion-controlled games for stroke rehabilitation
Published in
Journal of NeuroEngineering and Rehabilitation, August 2015
DOI 10.1186/s12984-015-0057-x
Pubmed ID
Authors

Kelly J. Bower, Julie Louie, Yoseph Landesrocha, Paul Seedy, Alexandra Gorelik, Julie Bernhardt

Abstract

Active gaming technologies, including the Nintendo Wii and Xbox Kinect, have become increasingly popular for use in stroke rehabilitation. However, these systems are not specifically designed for this purpose and have limitations. The aim of this study was to investigate the feasibility of using a suite of motion-controlled games in individuals with stroke undergoing rehabilitation. Four games, which utilised a depth-sensing camera (PrimeSense), were developed and tested. The games could be played in a seated or standing position. Three games were controlled by movement of the torso and one by upper limb movement. Phase 1 involved consecutive recruitment of 40 individuals with stroke who were able to sit unsupported. Participants were randomly assigned to trial one game during a single session. Sixteen individuals from Phase 1 were recruited to Phase 2. These participants were randomly assigned to an intervention or control group. Intervention participants performed an additional eight sessions over four weeks using all four game activities. Feasibility was assessed by examining recruitment, adherence, acceptability and safety in both phases of the study. Forty individuals (mean age 63 years) completed Phase 1, with an average session time of 34 min. The majority of Phase 1 participants reported the session to be enjoyable (93 %), helpful (80 %) and something they would like to include in their therapy (88 %). Sixteen individuals (mean age 61 years) took part in Phase 2, with an average of seven 26-min sessions over four weeks. Reported acceptability was high for the intervention group and improvements over time were seen in several functional outcome measures. There were no serious adverse safety events reported in either phase of the study; however, a number of participants reported minor increases in pain. A post-stroke intervention using interactive motion-controlled games shows promise as a feasible and potentially effective treatment approach. This paper presents important recommendations for future game development and research to further explore long-term adherence, acceptability, safety and efficacy. Australian and New Zealand Clinical Trials Registry ( ACTRN12613000220763 ).

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X Demographics

The data shown below were collected from the profiles of 12 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 382 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 2 <1%
United States 2 <1%
Germany 1 <1%
Switzerland 1 <1%
Unknown 376 98%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 62 16%
Student > Master 55 14%
Student > Ph. D. Student 44 12%
Researcher 38 10%
Student > Doctoral Student 17 4%
Other 52 14%
Unknown 114 30%
Readers by discipline Count As %
Nursing and Health Professions 76 20%
Medicine and Dentistry 43 11%
Neuroscience 34 9%
Engineering 27 7%
Computer Science 23 6%
Other 62 16%
Unknown 117 31%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 8. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 03 May 2016.
All research outputs
#4,630,943
of 25,530,891 outputs
Outputs from Journal of NeuroEngineering and Rehabilitation
#251
of 1,418 outputs
Outputs of similar age
#53,393
of 276,751 outputs
Outputs of similar age from Journal of NeuroEngineering and Rehabilitation
#4
of 19 outputs
Altmetric has tracked 25,530,891 research outputs across all sources so far. Compared to these this one has done well and is in the 81st percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1,418 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 7.2. This one has done well, scoring higher than 82% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 276,751 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 80% of its contemporaries.
We're also able to compare this research output to 19 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 84% of its contemporaries.