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Video-games used in a group setting is feasible and effective to improve indicators of physical activity in individuals with chronic stroke: a randomized controlled trial [with consumer summary]
Givon N, Zeilig G, Weingarden H, Rand D
Clinical Rehabilitation 2016 Apr;30(4):383-392
clinical trial
7/10 [Eligibility criteria: No; Random allocation: Yes; Concealed allocation: No; Baseline comparability: Yes; Blind subjects: No; Blind therapists: No; Blind assessors: Yes; Adequate follow-up: Yes; Intention-to-treat analysis: Yes; Between-group comparisons: Yes; Point estimates and variability: Yes. Note: Eligibility criteria item does not contribute to total score] *This score has been confirmed*

OBJECTIVES: To investigate the feasibility of using video-games in a group setting and to compare the effectiveness of video-games as a group intervention to a traditional group intervention for improving physical activity in individuals with chronic stroke. DESIGN: A single-blind randomized controlled trial with evaluations pre and post a 3-month intervention, and at 3-month follow-up. Compliance (session attendance), satisfaction and adverse effects were feasibility measures. Grip strength and gait speed were measures of physical activity. Hip accelerometers quantified steps/day and the Action Research Arm Test assessed the functional ability of the upper extremity. RESULTS: Forty-seven community-dwelling individuals with chronic stroke (29 to 78 years) were randomly allocated to receive video-game (n = 24) or traditional therapy (n = 23) in a group setting. There was high treatment compliance for both interventions (video-games 78%, traditional therapy 66%), but satisfaction was rated higher for the video-game (93%) than the traditional therapy (71%) (Chi2 = 4.98, p = 0.026). Adverse effects were not reported in either group. Significant improvements were demonstrated in both groups for gait speed (F = 3.9, p = 0.02), grip strength of the weaker (F = 6.67, p = 0.002) and stronger hands (F = 7.5, p = 0.001). Daily steps and functional ability of the weaker hand did not increase in either group. CONCLUSIONS: Using video-games in a small group setting is feasible, safe and satisfying. Video-games improve indicators of physical activity of individuals with chronic stroke.

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