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1.
Behav Sci (Basel) ; 6(2)2016 Jun 07.
Article in English | MEDLINE | ID: mdl-27338485

ABSTRACT

Movement therapy is one type of upper extremity intervention for children with cerebral palsy (CP) to improve function. It requires high-intensity, repetitive and task-specific training. Tedium and lack of motivation are substantial barriers to completing the training. An approach to overcome these barriers is to couple the movement therapy with videogames. This investigation: (1) tested the feasibility of delivering a free Internet videogame upper extremity motor intervention to four children with CP (aged 8-17 years) with mild to moderate limitations to upper limb function; and (2) determined the level of intrinsic motivation during the intervention. The intervention used free Internet videogames in conjunction with the Microsoft Kinect motion sensor and the Flexible Action and Articulated Skeleton Toolkit software (FAAST) software. Results indicated that the intervention could be successfully delivered in the laboratory and the home, and pre- and post- impairment, function and performance assessments were possible. Results also indicated a high level of motivation among the participants. It was concluded that the use of inexpensive hardware and software in conjunction with free Internet videogames has the potential to be very motivating in helping to improve the upper extremity abilities of children with CP. Future work should include results from additional participants and from a control group in a randomized controlled trial to establish efficacy.

2.
Games Health J ; 4(4): 259-64, 2015 Aug.
Article in English | MEDLINE | ID: mdl-26182212

ABSTRACT

OBJECTIVE: The purpose of this study was to develop and test a hand therapy game using the Microsoft (Redmond, WA) Kinect(®) sensor with a customized videogame. MATERIALS AND METHODS: Using the Microsoft Kinect sensor as an input device, a customized game for hand rehabilitation was developed that required players to perform various gestures to accomplish a virtual cooking task. Over the course of two iterative sessions, 11 participants with different levels of wrist, hand, and finger injuries interacted with the game in a single session, and user perspectives and feedback were obtained via a questionnaire and semistructured interviews. RESULTS: Participants reported high levels of enjoyment, specifically related to the challenging nature of the game and the visuals. Participant feedback from the first iterative round of testing was incorporated to produce a second prototype for the second round of testing. Additionally, participants expressed the desire to have the game adapt and be customized to their unique hand therapy needs. CONCLUSIONS: The game tested in this study has the potential to be a unique and cutting edge method for the delivery of hand rehabilitation for a diverse population.


Subject(s)
Exercise Therapy/methods , Exercise Therapy/psychology , Finger Injuries/rehabilitation , Hand Injuries/rehabilitation , Video Games , Wrist Injuries/rehabilitation , Adult , Aged , Female , Gestures , Hand , Humans , Male , Middle Aged , Surveys and Questionnaires
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