Fine motor recovery in chronic stroke: Commercial gaming in community level care

Abstract

Introduction: In the years that follow a stroke, many survivors are living with persisting upper extremity deficits that can affect their ability to complete activities of daily living. Chronic stroke survivors are often offered little to no rehabilitation due to a perceived motor plateau, which can affect their motivation and confidence towards future rehabilitation. Virtual reality, in the form of commercial gaming, can act as a new and motivating way to complete rehabilitation, and can be a time and cost effective tool for the survivor. Purpose: To investigate the effectiveness of commercial video gaming as an intervention for fine motor recovery in chronic stroke. Methods: Seven participants in the chronic phase (i.e., one year) post-stroke have completed an eight-week program in which they played the Nintendo Wii for 15 minutes two times per week using their more affected hand as part of their larger rehabilitation program. The outcome measures used were the Stroke Impact Scale (SIS). Jebsen Hand Function Test (JHFT), Box and Block Test (BBT), and the Nine Hole Peg Test (NHPT). Results: Percent change scores from baseline through post-testing show improvements in the more affected hand on all four dependent measures. SIS scores have improved an average of 8.1%, JHFT scores have improved 10.3%, BBT scores by 22.3% and NHTP scores have improved by 23.9%. Discussion: These encouraging findings within this limited sample showcase the positive impact commercial gaming can have on those with chronic stroke in a community rehabilitation setting and suggest that further study is warranted.