<div class="csl-bib-body">
<div class="csl-entry">Prahm, C., Kayali, F., Sturma, A., & Aszmann, O. (2018). PlayBionic: Game-Based Interventions to Encourage Patient Engagement and Performance in Prosthetic Motor Rehabilitation. <i>PM&R</i>, <i>10</i>(11), 1252–1260. https://doi.org/10.1016/j.pmrj.2018.09.027</div>
</div>
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dc.identifier.issn
1934-1482
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dc.identifier.uri
http://hdl.handle.net/20.500.12708/145862
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dc.description.abstract
Background: Prosthetic motor rehabilitation usually relies on the highly repetitive training of movements. Patients might drop out of training because the rehabilitation process is long and often discouraging. Game-based interventions provide a potentially useful alternative to standard myoelectric (electromyographic [EMG]) training and can increase engagement with training.
Objective: To assess the short-term impact of a game-based rehabilitation protocol on parameters for EMG control, evaluate how game-based interventions affect patient motivation, performance, and effort, and compare the game-based intervention with a standard tool in rehabilitation (MyoBoy).
Design: This randomized controlled trial included 2 patient groups and 1 control group. After establishing a baseline, the 2 patient groups received different interventions that were compared with each other and with the able-bodied control group.
Setting: University hospital-based study.
Participants: Fourteen patients with traumatic transradial or transhumeral upper extremity amputation and 10 able-bodied participants.
Methods: For the game-based intervention, EMG proficiency was assessed before and after playing the games and 2 days later as follow-up to measure retention rate. EMG proficiency was measured using maximum voluntary contraction, proportional precision control, signal separation, and muscle endurance. Questionnaires for rating the game-based intervention and intrinsic motivation were provided after the intervention.
Outcomes: Outcome measures for EMG proficiency were provisional maximum voluntary muscle contraction, precise proportional control, electrode separation, and muscle endurance. Quantitative outcome measures for participant experience were intrinsic motivation, enjoyment, pressure, exerted effort, and usefulness of the intervention. The qualitative outcome measure was the surveyed attitude toward the game-based intervention.
Results: Results showed an overall improvement in EMG control, fine muscle activation, and electrode separation. Patients stated that racing games provided slightly more fun, but rhythm-based games were considered to provide better challenges for EMG control.
Conclusion: Game-based interventions provide a useful addition to standard EMG training and can achieve better results in clinical outcome measures. The racing and music game genres provide solid starting points for interventions. Further studies can look at a wider range of genres and identify more specific game mechanics suitable for training.
Level of Evidence: I
en
dc.language.iso
en
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dc.publisher
Wiley
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dc.relation.ispartof
PM&R
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dc.subject
Rehabilitation
en
dc.subject
Physical Therapy, Sports Therapy and Rehabilitation
en
dc.subject
game-design
en
dc.subject
engagement
en
dc.subject
Neurology
en
dc.subject
Neurology (clinical)
en
dc.subject
game-based intervention
en
dc.subject
game-based rehabilitation
en
dc.subject
prosthetic motor rehabilitation
en
dc.title
PlayBionic: Game-Based Interventions to Encourage Patient Engagement and Performance in Prosthetic Motor Rehabilitation
en
dc.type
Artikel
de
dc.type
Article
en
dc.contributor.affiliation
Medical University of Vienna, Austria
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dc.contributor.affiliation
Medical University of Vienna, Austria
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dc.contributor.affiliation
Medical University of Vienna, Austria
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dc.description.startpage
1252
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dc.description.endpage
1260
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dc.type.category
Original Research Article
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tuw.container.volume
10
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tuw.container.issue
11
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tuw.journal.peerreviewed
true
-
tuw.peerreviewed
true
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tuw.researchTopic.id
I5
-
tuw.researchTopic.name
Visual Computing and Human-Centered Technology
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tuw.researchTopic.value
100
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dcterms.isPartOf.title
PM&R
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tuw.publication.orgunit
E193-05 - Forschungsbereich Human Computer Interaction
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tuw.publisher.doi
10.1016/j.pmrj.2018.09.027
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dc.identifier.eissn
1934-1563
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dc.description.numberOfPages
9
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wb.sci
true
-
wb.sciencebranch
Informatik
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wb.sciencebranch
Neurowissenschaften
-
wb.sciencebranch.oefos
1020
-
wb.sciencebranch.oefos
3014
-
wb.facultyfocus
Visual Computing and Human-Centered Technology (VC + HCT)
de
wb.facultyfocus
Visual Computing and Human-Centered Technology (VC + HCT)
en
wb.facultyfocus.faculty
E180
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item.cerifentitytype
Publications
-
item.languageiso639-1
en
-
item.fulltext
no Fulltext
-
item.openairetype
research article
-
item.openairecristype
http://purl.org/coar/resource_type/c_2df8fbb1
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item.grantfulltext
restricted
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crisitem.author.dept
E354 - Electrodynamics, Microwave and Circuit Engineering
-
crisitem.author.dept
E193-05 - Forschungsbereich Human Computer Interaction
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crisitem.author.dept
Medical University of Vienna
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crisitem.author.dept
Medical University of Vienna
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crisitem.author.parentorg
E350 - Fakultät für Elektrotechnik und Informationstechnik
-
crisitem.author.parentorg
E193 - Institut für Visual Computing and Human-Centered Technology