Computer Video Games Improve After Stroke Recovery

Stroke patients end up finding it tough to recover hand plus arm movement, with 80-90 % of patients still having problems half a year later. A group of United states medical professionals have used computer games as well as robotic training aids to enhance function of both hand and arm movements simultaneously.

Twelve subjects — 8 male and 4 women, who had experienced a stroke at least 6 months in the past — were required to train 2-3 hrs every day for eight days. Games including Plasma Pong and Hammer Task were used to improve hand-arm co-ordination. At the same time Hummingbird Hunt plus Virtual Piano were utilised to enhance grip and individual finger movement. Following the eight days, all the individuals demonstrated advancements for movement and control of their hand and arm.

The individuals wore a force-reflecting exoskeleton (CyberGrasp) which fits over special robotic gloves (CyberGlove) to be able to assist as well as measure the hand movements. The games were adapted in order that they could be managed using the glove using different hand movements as opposed to a computer mouse.

Following the 8 days, all the individuals demonstrated improvements in mobility and control of their hand and arm. The subjects had greater stability, greater smoothness of motion as well as improved control over their fingers. There were no type of significant improvements within the arms of game players in a control team.

The writers mentioned that the intense training regime could have made the enhancements much more obvious. In standard robot-assisted raining, subjects average a lot more than 500 repetitions of actions per day. However, subjects within this research averaged a lot more than 2,200 repetitions during each two-to-three hour work out. The gaming simulations assisted to make sure that subjects focused on the job at hand. The writers mention previous research where it has been shown how the learning of motor task can be more effective when centered on externally instead of internally-based directions. The video games ensured that subjects focused on certain action goals, or the impact of their actions, rather than on the movements themselves.