Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study

Background: Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand It can be achieved through repetitive muscle training that is usually very exhausting and often res...

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Main Authors: Hashim, Nur Afiqah, Abd Razak, Nasrul Anuar, Gholizadeh, Helia, Abu Osman, Noor Azuan
Format: Article
Published: JMIR Publications, INC 2021
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Online Access:http://eprints.um.edu.my/26744/
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spelling my.um.eprints.267442022-04-18T03:34:34Z http://eprints.um.edu.my/26744/ Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study Hashim, Nur Afiqah Abd Razak, Nasrul Anuar Gholizadeh, Helia Abu Osman, Noor Azuan TJ Mechanical engineering and machinery TK Electrical engineering. Electronics Nuclear engineering Background: Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand It can be achieved through repetitive muscle training that is usually very exhausting and often results in considerable reduction in patient motivation. Previous studies have shown that a playful concept in rehabilitation can increase patient engagement and perseverance. Objective: This study investigated whether the inclusion of video games in the upper limb amputee rehabilitation protocol could have a beneficial impact for muscle preparation, coordination, and patient motivation among individuals who have undergone transradial upper limb amputation. Methods: Ten participants, including five amputee participants and five able-bodied participants, were enrolled in 10 1-hour sessions within a 4-week rehabilitation program. In order to investigate the effects of the rehabilitation protocol used in this study, virtual reality box and block tests and electromyography (EMG) assessments were performed. Maximum voluntary contraction was measured before, immediately after, and 2 days after interacting with four different EMG-controlled video games. Participant motivation was assessed with the Intrinsic Motivation Inventory (IMI) questionnaire and user evaluation survey. Results: Survey analysis showed that muscle strength and coordination increased at the end of training for all the participants. The results of Pearson correlation analysis indicated that there was a significant positive association between the training period and the box and block test score (r(8) =0.95, P<.001). The maximum voluntary contraction increment was high before training (6.8%) and in the follow-up session (7.1%), but was very small (2.1%) shortly after the training was conducted. The IMI assessment showed high scores for the subscales of interest, perceived competence, choice, and usefulness, but low scores for pressure and tension. Conclusions: This study demonstrated that video games enhance motivation and adherence in an upper limb amputee rehabilitation program. The use of video games could be seen as a complementary approach for physical training in upper limb amputee rehabilitation. JMIR Publications, INC 2021 Article PeerReviewed Hashim, Nur Afiqah and Abd Razak, Nasrul Anuar and Gholizadeh, Helia and Abu Osman, Noor Azuan (2021) Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study. JMIR Serious Games, 9 (1). ISSN 2291-9279, DOI https://doi.org/10.2196/17017 <https://doi.org/10.2196/17017>. 10.2196/17017
institution Universiti Malaya
building UM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaya
content_source UM Research Repository
url_provider http://eprints.um.edu.my/
topic TJ Mechanical engineering and machinery
TK Electrical engineering. Electronics Nuclear engineering
spellingShingle TJ Mechanical engineering and machinery
TK Electrical engineering. Electronics Nuclear engineering
Hashim, Nur Afiqah
Abd Razak, Nasrul Anuar
Gholizadeh, Helia
Abu Osman, Noor Azuan
Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study
description Background: Brain plasticity is an important factor in prosthesis usage. This plasticity helps with brain adaptation to learn new movement and coordination patterns needed to control a prosthetic hand It can be achieved through repetitive muscle training that is usually very exhausting and often results in considerable reduction in patient motivation. Previous studies have shown that a playful concept in rehabilitation can increase patient engagement and perseverance. Objective: This study investigated whether the inclusion of video games in the upper limb amputee rehabilitation protocol could have a beneficial impact for muscle preparation, coordination, and patient motivation among individuals who have undergone transradial upper limb amputation. Methods: Ten participants, including five amputee participants and five able-bodied participants, were enrolled in 10 1-hour sessions within a 4-week rehabilitation program. In order to investigate the effects of the rehabilitation protocol used in this study, virtual reality box and block tests and electromyography (EMG) assessments were performed. Maximum voluntary contraction was measured before, immediately after, and 2 days after interacting with four different EMG-controlled video games. Participant motivation was assessed with the Intrinsic Motivation Inventory (IMI) questionnaire and user evaluation survey. Results: Survey analysis showed that muscle strength and coordination increased at the end of training for all the participants. The results of Pearson correlation analysis indicated that there was a significant positive association between the training period and the box and block test score (r(8) =0.95, P<.001). The maximum voluntary contraction increment was high before training (6.8%) and in the follow-up session (7.1%), but was very small (2.1%) shortly after the training was conducted. The IMI assessment showed high scores for the subscales of interest, perceived competence, choice, and usefulness, but low scores for pressure and tension. Conclusions: This study demonstrated that video games enhance motivation and adherence in an upper limb amputee rehabilitation program. The use of video games could be seen as a complementary approach for physical training in upper limb amputee rehabilitation.
format Article
author Hashim, Nur Afiqah
Abd Razak, Nasrul Anuar
Gholizadeh, Helia
Abu Osman, Noor Azuan
author_facet Hashim, Nur Afiqah
Abd Razak, Nasrul Anuar
Gholizadeh, Helia
Abu Osman, Noor Azuan
author_sort Hashim, Nur Afiqah
title Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study
title_short Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study
title_full Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study
title_fullStr Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study
title_full_unstemmed Video game-based rehabilitation approach for individuals who have undergone upper limb amputation: Case-control study
title_sort video game-based rehabilitation approach for individuals who have undergone upper limb amputation: case-control study
publisher JMIR Publications, INC
publishDate 2021
url http://eprints.um.edu.my/26744/
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