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  3. Exergaming-Based Dexterity Training in Persons With Parkinson Disease : A Pilot Feasibility Study
 

Exergaming-Based Dexterity Training in Persons With Parkinson Disease : A Pilot Feasibility Study

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BORIS DOI
10.7892/boris.138008
Date of Publication
July 2019
Publication Type
Article
Division/Institute

ARTORG Center for Bio...

ARTORG Center - Geron...

Author
van Beek, Judith Jantine Willemijnorcid-logo
ARTORG Center for Biomedical Engineering Research
van Wegen, Erwin E. H.
Bohlhalter, Stephan
Vanbellingen, Tim
ARTORG Center - Gerontechnology and Rehabilitation
Subject(s)

500 - Science::570 - ...

600 - Technology::610...

Series
Journal of neurologic physical therapy
ISSN or ISBN (if monograph)
1557-0576
Publisher
Wolters Kluwer
Language
English
Publisher DOI
10.1097/NPT.0000000000000278
PubMed ID
31136450
Description
BACKGROUND AND PURPOSE:
Many individuals with Parkinson disease (PD) suffer from impaired dexterity, which impacts activities of daily living and quality of life. Exergaming, video game-based training with augmented virtual reality, may have value for improving function. The aim of the present pilot study was to comprehensively evaluate the feasibility of a dexterity training program using exergaming, in individuals with PD.

METHODS:
Ten participants with PD (aged between 55 and 75 years, Hoehn and Yahr stages II-IV) trained over a period of 4 weeks, twice a week for 30 minutes. Baseline (T0) and postintervention (T1) assessments were done. Primary outcomes with respect to feasibility were the adherence rate, open-end questions, the level of participation (Pittsburgh Rehabilitation Participation Scale), and the usability (System Usability Scale). Dexterous function was measured with the Nine-Hole Peg Test and the Dexterity Questionnaire-24. Upper limb motor impairment was assessed by a modified version of the Movement Disorders Society Unified Parkinson's Disease Rating Scale III. Finally, quality of life was assessed by the 39-item Parkinson's Disease Questionnaire (PDQ-39).

RESULTS:
Adherence rate was 99%, motivation increased significantly from 3.9 to 4.8 (Pittsburgh Rehabilitation Participation Scale, P = 0.03), and system usability of the exergaming system was acceptable to very good. Regarding potential efficacy, participants with impaired dexterity at T0 significantly improved in the Nine-Hole Peg Test and the PDQ-39.

DISCUSSIONS AND CONCLUSIONS:
The outcomes of this pilot study suggest that exergaming is feasible and has potential to improve dexterity in individuals with PD. Its efficacy should be investigated in a properly powered randomized controlled trial.Video Abstract available for more insights from the authors (see Supplemental Digital Content 1, available at: http://links.lww.com/JNPT/A270).
Handle
https://boris-portal.unibe.ch/handle/20.500.12422/185404
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Exergaming_Based_Dexterity_Training_in_Persons.6.pdftextAdobe PDF289.26 KBpublisherpublished restricted
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