Games for Health Conference 2011

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Utilizing Games/Technology for Stroke Population Grace J Kim MS, OTR/L NewYork-Presbyterian Hospital [email protected] May 19, 2011

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Grace J Kim"Utilizing Games/Technology for Stroke Population"

Transcript of Games for Health Conference 2011

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Utilizing Games/Technology for Stroke Population

Grace J Kim MS, OTR/LNewYork-Presbyterian Hospital

[email protected] 19, 2011

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Objectives

• Describe use of technology/games in rehab at NYPH – Upper extremity robotics therapy– Wii Sports

• Unique clinical needs for stroke population• Directions for future use

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Stroke Rehab Framework

• Motor Learning• Neuroplasticity

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Motor Learning

• Practice/experience leading to changes in capacity for skilled action

• Performance improvement amt of practice• Task variation• Cognition is vital• Performance feedback

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Neuroplasticity

• Cortical areas are not fixed, but adaptive in response to demand on system (learning, disuse, environment)

• Increased sensory/motor inputincrease neural connections

• Increase skillincrease cortical representation

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Games

• Interactive• Fun/emotionally engaging• Active experiential learning• Immersion/sensory rich• Rules/cognition• Goals

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Unique Qualities of Games in Rehab

• Motivation• Engagement• Distraction (pain, stiffness, anxiety)• Intervention for cognition, visual perceptual

skills• Mass practice

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Clinical Considerations• Stroke population: physical, cognitive, and psychological

deficits• Physical

– Hemiparesis of arm/leg– Decreased sitting/standing balance– Decreased mobility

• Visual/Perceptual– Visual field cut– Inattention to left side

• Sensation– Light touch– Proprioception

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Clinical Considerations

• Psychological– Depression– anxiety

• Cognitive– Memory– Sustained attention/focus– Overall cognitive load– Receptive aphasia

• Cannot assume that stroke pop learns in same way or rate

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Robotics Therapy

• Interactive Motion Technologies (Watertown, MA)

• InMotion Shoulder– Shoulder and elbow

AAROM– Horizontal plane– Safe (excursions, arm

supported)– Play games by moving

shoulder/elbow

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Robotics Therapy

• InMotion wrist– AAROM forearm– AAROM wrist– Play game with

movements of the forearm or wrist

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Robotics Therapy

• Integrates motor learning principles– increased practice– Task variability– Extrinsic feedback (visual, auditory, haptic) – Feedback on performance

• Integrates neuroplasticity principles– Use it or lose it – Enriched environmentincreased demand on system– Brain adapts to increased demand

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Robotics Therapy

• Very basic visual screen • No extraneous sensory information• Provides physical asst if needed to complete

task• Stroke inpatients engaged and able to tolerate

45-60 min. • Pts tired at end of session, but engaged

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InMotion Shoulder

• Set up/ research protocol

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InMotion Shoulder

• Shoulder abduction/adduction

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InMotion Shoulder

• Shoulder flex/extension

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InMotion Shoulder

• Pong Game

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InMotion Shoulder

• Squeegie Game

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Whose Appropriate for robotics?

• Mod A transfers• At least trace AROM• Able to attend to task for 15 minutes blocks• Adequate visual acuity• Supervision for sitting balance

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Robotics

• Pros– Severely impaired

patient can participate in intense mass practice

– Provides physical asst – Low visual/cognitive

load– Tolerates 45-60 min

• Cons– Expensive– Space– Does not lead to

functional improvements

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Wii Sports

Bowling Tennis

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Wii Sports

• Various games such as bowling, tennis, golf, etc with differing demands on sensory and motor system

• Very engaging sensory enriched environment• Interact with game with hand control device• Stroke pt tolerates ~ 10 min, non-neuro pt 60

min

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Whose Appropriate for Wii Sports?

• Able to tolerate enriched sensory stimuli• Able to tolerate sitting upright• No shoulder or elbow AROM ok• Adequate wrist/hand function to use control

device (grasp, dexterity)

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Limitations to using Wii

• Extraneous sensory stimuli high cognitive load

• Grasp/dexterity• Minority of pts are

appropriate• Tolerate ~10 min

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Benefits of Wii

• Fun!• Motivating/engaging• Higher level pts (balance, endurance)• Increasing cognitive load (visual stim, divided

attention)• Inexpensive/accessible

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Gaming and Rehab Technology

• Build in ways to modify the sensory stimuli • Consider physical deficits of clients when designing

control device• Ability to adjust game to fit the cognitive and

physical needs of patient• Collaboration of game designers and clinicians

critical• Combine other technology with games (assist with

AROM while playing game)

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Expanding Scope of Rehab Games

• Games for Stroke Population – motor learning– Compliance with home exercises– Speech– Cognition – Stroke prevention education

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References• Burridge, J (2009). Principles of motor learning in rehabilitation. International

Neurorehabilitation Symposium. University of Zurich• Cole, M. (2008). Applied theories in occupational therapy: a practical

approach. Thorofare, NJ: Slack Inc• Cramer, S.C., Sur, M., Dobkin, B.H., O’Brien, C., Sangar, T. D., Trojanowski, J.Q.

et al (2011). Harnessing neuroplasticity for clinical applications. Brain, 1-19. • Krakauer, J. (2006). Motor learning: its relevance to stroke recovery and

neurorehabilitation. Current Opinion ni Neurology, 19: 84-90.• Metcalf B.L., & Yankou, D. (2003). Using gaming to help nursing students

understand ethics. Journal of Nursing Education, 42(5): 212-215.• Ross, D. (2010). Game Theory, The Stanford Encyclopedia of Philosophy (Fall

2010 Edition), Edward N. Zalta (ed.), URL = <http://plato.stanford.edu/archives/fall2010/entries/game-theory/>.

• Schmidt, R. A. and Wrisberg, C. A. (2004). Motor Learning and Performance, Third Edition. Champaign, IL: Human Kinetics.

• Sprengel, A.D. (1994). Learning can be fun with Gaming. Journal of Nursing Education, 33(4): 151-152.

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