Abstract
Objective
To compare participation and subjective experience of participants in both home-based
multiuser virtual reality (VR) therapy and home-based single-user (SU) VR therapy.
Design
Crossover, randomized trial.
Setting
Initial training and evaluations occurred in a rehabilitation hospital; the interventions
took place in participants’ homes.
Participants
Survivors of stroke with chronic upper extremity impairment (N=20).
Interventions
Four weeks of in-home treatment using a custom, multiuser virtual reality system (VERGE):
2 weeks of both multiuser (MU) and SU versions of VERGE. The order of presentation
of SU and MU versions was randomized such that participants were divided into 2 groups,
First MU and First SU.
Main Outcome Measures
We measured arm displacement during each session (m) as the primary outcome measure.
Secondary outcome measures include time participants spent using each MU and SU VERGE
and Intrinsic Motivation Inventory scores. Fugl-Meyer Assessment of Motor Recovery
After Stroke Upper Extremity (FMA-UE) score and compliance with prescribed training
were also evaluated. Measures were recorded before, midway, and after the treatment.
Activity and movement were measured during each training session.
Results
Arm displacement during a session was significantly affected the mode of therapy (MU:
414.6m, SU: 327.0m, P=.019). Compliance was very high (99% compliance for MU mode and 89% for SU mode).
Within a given session, participants spent significantly more time training in the
MU mode than in the SU mode (P=.04). FMA-UE score improved significantly across all participants (Δ3.2, P=.001).
Conclusions
Multiuser VR exercises may provide an effective means of extending clinical therapy
into the home.
Keywords
List of abbreviations:
ANOVA (analysis of variance), BREQ-2 (Behavioral Regulation in Exercise Questionnaire), FMA-UE (Fugl-Meyer Assessment of Motor Recovery After Stroke for the Upper Extremity), IMI (Intrinsic Motivation Inventory), MU (multiuser), SU (single-user), VERGE (Virtual Environment for Rehabilitative Gaming Exercises), VR (virtual reality)To read this article in full you will need to make a payment
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Article info
Publication history
Published online: November 09, 2019
Footnotes
Supported by NIDILRR (grant no. H133E070013).
Clinical Trial Registration No.: NCT03062345.
Disclosures: none.
Identification
Copyright
© 2019 by the American Congress of Rehabilitation Medicine