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Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation

Overview of attention for article published in Journal of NeuroEngineering and Rehabilitation, February 2016
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  • Good Attention Score compared to outputs of the same age (66th percentile)
  • Good Attention Score compared to outputs of the same age and source (70th percentile)

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Title
Coaching or gaming? Implications of strategy choice for home based stroke rehabilitation
Published in
Journal of NeuroEngineering and Rehabilitation, February 2016
DOI 10.1186/s12984-016-0127-8
Pubmed ID
Authors

Mónica S. Cameirão, Asim Smailagic, Guangyao Miao, Dan P. Siewiorek

Abstract

The enduring aging of the world population and prospective increase of age-related chronic diseases urge the implementation of new models for healthcare delivery. One strategy relies on ICT (Information and Communications Technology) home-based solutions allowing clients to pursue their treatments without institutionalization. Stroke survivors are a particular population that could strongly benefit from such solutions, but is not yet clear what the best approach is for bringing forth an adequate and sustainable usage of home-based rehabilitation systems. Here we explore two possible approaches: coaching and gaming. We performed trials with 20 healthy participants and 5 chronic stroke survivors to study and compare execution of an elbow flexion and extension task when performed within a coaching mode that provides encouragement or within a gaming mode. For each mode we analyzed compliance, arm movement kinematics and task scores. In addition, we assessed the usability and acceptance of the proposed modes through a customized self-report questionnaire. In the healthy participants sample, 13/20 preferred the gaming mode and rated it as being significantly more fun (p < .05), but the feedback delivered by the coaching mode was subjectively perceived as being more useful (p < .01). In addition, the activity level (number of repetitions and total movement of the end effector) was significantly higher (p < .001) during coaching. However, the quality of movements was superior in gaming with a trend towards shorter movement duration (p = .074), significantly shorter travel distance (p < .001), higher movement efficiency (p < .001) and higher performance scores (p < .001). Stroke survivors also showed a trend towards higher activity levels in coaching, but with more movement quality during gaming. Finally, both training modes showed overall high acceptance. Gaming led to higher enjoyment and increased quality in movement execution in healthy participants. However, we observed that game mechanics strongly determined user behavior and limited activity levels. In contrast, coaching generated higher activity levels. Hence, the purpose of treatment and profile of end-users has to be considered when deciding on the most adequate approach for home based stroke rehabilitation.

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X Demographics

The data shown below were collected from the profiles of 4 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 194 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Spain 1 <1%
France 1 <1%
Canada 1 <1%
Unknown 191 98%

Demographic breakdown

Readers by professional status Count As %
Student > Master 28 14%
Researcher 27 14%
Student > Ph. D. Student 26 13%
Student > Bachelor 20 10%
Student > Doctoral Student 14 7%
Other 29 15%
Unknown 50 26%
Readers by discipline Count As %
Nursing and Health Professions 24 12%
Medicine and Dentistry 23 12%
Neuroscience 18 9%
Computer Science 15 8%
Engineering 14 7%
Other 41 21%
Unknown 59 30%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 4. 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 01 March 2016.
All research outputs
#7,163,185
of 22,852,911 outputs
Outputs from Journal of NeuroEngineering and Rehabilitation
#452
of 1,279 outputs
Outputs of similar age
#99,901
of 297,542 outputs
Outputs of similar age from Journal of NeuroEngineering and Rehabilitation
#6
of 20 outputs
Altmetric has tracked 22,852,911 research outputs across all sources so far. This one has received more attention than most of these and is in the 68th percentile.
So far Altmetric has tracked 1,279 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 6.9. This one has gotten more attention than average, scoring higher than 63% 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 297,542 tracked outputs that were published within six weeks on either side of this one in any source. This one has gotten more attention than average, scoring higher than 66% of its contemporaries.
We're also able to compare this research output to 20 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 70% of its contemporaries.