To quantitatively assess the effect of using computer motion games to improve rehabilitation outcomes in mild traumatic brain injury (mTBI) rehabilitation.
25 mTBI patients were randomly assigned to Control or Gaming group. They had a Functional Independence Measure (FIM) score between 3 and 7. They were categorized into HFIM (FIM 5-7) and LFIM (FIM 3-4).
Controls underwent standard therapy while Gaming subjects had an additional 30 min gaming session twice a week for 4 weeks. HFIM subjects played Kinect Super Saver while the LFIM subjects played Wii Table Tilt.
Main Outcome Measure(s)
Gait, physical activity levels (PAL), and perceived motivation and enjoyment using Intrinsic Motivation Inventory (IMI).
All LFIM participants showed substantial increase in step length and stride velocity, while the Gaming group had a 3% higher increase in step length and 8% more increase in stride velocity. The increase in stride velocity in turn resulted in 7% shorter double-support time, compared with controls. Data from HFIM participants showed substantially higher variances than that from LFIM participants. All patients reported increased enjoyment and competence, and decreased pressure and tension, but only LFIM Gaming patients showed continuous increase in competence and enjoyment and decreased pressure/tension than control subjects.
Increased double support has been considered a primary predictor of falls. Our results demonstrate that using computer motion gaming in mTBI rehabilitation may enhance patients' physical functions beyond that of standard practice and may reduce their risk for falls. Among the Gaming patients, the low functioning patients showed greater improvements in enjoyment, while the HFIM patients seemed lowered down their enjoyment along the time.
Mild Brain Injury, Motion Based Gaming, Rehabilitation
© 2016 Published by Elsevier Inc.