Mobile Applications for Exercise Adherence and Hand Function in Chronic Stroke.

Trial statusRecruiting
Trial phaseNot applicable
Trial typeInterventional
Biological sexAll
Age35-75
SponsorRiphah International University

About this trial

Stroke is a clinically defined syndrome characterized by an acute, focal neurological deficit due to vascular damage in the central nervous system. It is the second leading cause of death and disability globally. Stroke is not a singular disease but results from a variety of risk factors, disease processes, and mechanisms. Following a stroke, upper limb (UL) dysfunction affects 40-50% of individuals in the chronic phase, significantly impacting their ability to perform daily tasks. The latest trend in therapy involves the use of mobile video games within rehabilitation programs. These applications leverage the multi-touch interface of mobile devices to provide accurate monitoring of a patient's health status. Many of these mobile games are specifically designed to offer therapeutic tools that enhance dexterity and improve adherence to exercise routines.

Eligibility criteria

This trial does not accept healthy volunteers

Qualifiers

Male and female patients age 30 to 75 years were included.

Chronic stroke patients ranging from 6 months to 2 years (41).

Participants having a stroke severity score > 6 on National Institute of Health Stroke Scale (NIHSS) (42).

Modified Ashworth scale score ≤ 3 of the affected upper extremity (44).

Disqualifiers

Participants who show the symptoms of global or receptive aphasia.

Participants who have medical problems or co-morbidities that interdict their participation in the study (such as shoulder pain in the paretic limb).

Patients with severe apraxia, somatosensory problems.

Severe spasticity of the affected wrist and finger flexors.

Trial design

Design model

Parallel

Treatments tested in this trial

  • Mobile based video games and task based training

    Other intervention

    The experimental group received a mobile-based applications for 20 minutes and tasks-based training for 20 minutes per day (a total of 40 minutes), 6 days a week for 17 weeks. The time between each game was divided accordingly to work on improving hand function. The games and tasks were divided into three broad categories, Easy, Moderate, Difficult. Each category is applied for 6 weeks

Treatment groups

32 Participants
are divided into 2 treatment groups
Group A: Group AExperimental treatment 1 intervention
Group B: Group BNo intervention 0 interventions

Trial outcomes

Primary outcomes

1

• Fugl Meyer Assessment -UE (FM-UE)

FMA(UE) is a assessment tool for upper extremity which is divided into 5 domains (motor, sensory, balance, range of motion, and pain)

Time frame
6 weeks
2

Game User Experience Satisfaction Scale (GUESS)

GUESS evaluates patient satisfaction of video-games following their participation in the gamified intervention. The GUESS consists of 55 items with 9 subscales. The subscales include usability/playability, narratives, play engrossment, enjoyment, creative freedom, audio aesthetics, personal gratification, social connectivity and visual aesthetics.

Time frame
6 weeks
3

Exercise Adherence Rating Scale (EARS)

EARS is a tool designed to assess an individual's commitment to a prescribed exercise program.

Time frame
6 weeks
4

Box and Block Test (BBT)

Box and Block Test (BBT) measures manual dexterity by counting how many blocks a participant can transfer between compartments in 60 seconds

Time frame
6 weeks

Secondary outcomes

Other outcomes

Sponsors and contacts

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