Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game

Background Cerebral vascular accidents (strokes) are the primary cause of disability worldwide and the second leading cause of death both in the Philippines and internationally. In recent years, a number of computer-based applications have been developed to assist in the stroke recovery process. Aim...

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Main Author: Rodrigo, Ma. Mercedes T.
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Published: Archīum Ateneo 2014
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Online Access:https://archium.ateneo.edu/discs-faculty-pubs/9
https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1008&context=discs-faculty-pubs
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Institution: Ateneo De Manila University
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spelling ph-ateneo-arc.discs-faculty-pubs-10082020-01-22T07:15:14Z Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game Rodrigo, Ma. Mercedes T. Background Cerebral vascular accidents (strokes) are the primary cause of disability worldwide and the second leading cause of death both in the Philippines and internationally. In recent years, a number of computer-based applications have been developed to assist in the stroke recovery process. Aim This article discusses an Android-based tablet game, FINDEX, that aids in the rehabilitation process of stroke survivors with impaired fine motor skills. Method FINDEX was designed and developed in the Philippines. The game contains assessment and monitoring support for tracking the patient’s progress in terms of fine finger dexterity, for example, finger control, isolation and coordination, and range of motions. The baselines for data comparison and analysis were gathered through an initial test with subjects with normal hand function. Three stroke survivors then participated in a pilot study, using the game for a total of nine testing sessions. Results Objective measures showed that patients’ dexterity did in fact improve, although it is not possible to draw strong conclusions because of the small sample size. In subsequent interviews, patients indicated that they believed that the games helped in their recovery and said that they preferred playing with the game over performing the standard therapeutic activities. Conclusion The development of this game and the preliminary findings from the pilot study suggest that games may indeed be effective instruments for therapy. 2014-06-24T07:00:00Z text application/pdf https://archium.ateneo.edu/discs-faculty-pubs/9 https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1008&context=discs-faculty-pubs Department of Information Systems & Computer Science Faculty Publications Archīum Ateneo cerebral vascular accident dexterity game recovery rehabilitation stroke therapy Computer Sciences Medicine and Health Sciences
institution Ateneo De Manila University
building Ateneo De Manila University Library
country Philippines
collection archium.Ateneo Institutional Repository
topic cerebral vascular accident
dexterity
game
recovery
rehabilitation
stroke
therapy
Computer Sciences
Medicine and Health Sciences
spellingShingle cerebral vascular accident
dexterity
game
recovery
rehabilitation
stroke
therapy
Computer Sciences
Medicine and Health Sciences
Rodrigo, Ma. Mercedes T.
Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game
description Background Cerebral vascular accidents (strokes) are the primary cause of disability worldwide and the second leading cause of death both in the Philippines and internationally. In recent years, a number of computer-based applications have been developed to assist in the stroke recovery process. Aim This article discusses an Android-based tablet game, FINDEX, that aids in the rehabilitation process of stroke survivors with impaired fine motor skills. Method FINDEX was designed and developed in the Philippines. The game contains assessment and monitoring support for tracking the patient’s progress in terms of fine finger dexterity, for example, finger control, isolation and coordination, and range of motions. The baselines for data comparison and analysis were gathered through an initial test with subjects with normal hand function. Three stroke survivors then participated in a pilot study, using the game for a total of nine testing sessions. Results Objective measures showed that patients’ dexterity did in fact improve, although it is not possible to draw strong conclusions because of the small sample size. In subsequent interviews, patients indicated that they believed that the games helped in their recovery and said that they preferred playing with the game over performing the standard therapeutic activities. Conclusion The development of this game and the preliminary findings from the pilot study suggest that games may indeed be effective instruments for therapy.
format text
author Rodrigo, Ma. Mercedes T.
author_facet Rodrigo, Ma. Mercedes T.
author_sort Rodrigo, Ma. Mercedes T.
title Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game
title_short Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game
title_full Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game
title_fullStr Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game
title_full_unstemmed Stroke Patient Rehabilitation: A Pilot Study of an Android-Based Game
title_sort stroke patient rehabilitation: a pilot study of an android-based game
publisher Archīum Ateneo
publishDate 2014
url https://archium.ateneo.edu/discs-faculty-pubs/9
https://archium.ateneo.edu/cgi/viewcontent.cgi?article=1008&context=discs-faculty-pubs
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