Feasibility of Using Tetrax Biofeedback Video Games for Balance Training in Patients With Chronic Hemiplegic Stroke

Abstract Background Decreased weight bearing on the affected lower limb and poor weight shifting are common after a stroke occurs. The Tetrax biofeedback system is a center-of-pressure controlled video game system designed for patients with balance deficits. Although it is a commercial product, info...

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Published inPM & R Vol. 8; no. 10; pp. 962 - 970
Main Authors Hung, Jen-Wen, MD, Yu, Min-Yuan, OTR, Chang, Ku-Chou, MD, Lee, Hsuei-Chen, PhD, Hsieh, Yen-Wei, OTR, Chen, Po-Chih, OTR
Format Journal Article
LanguageEnglish
Published United States Elsevier Inc 01.10.2016
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Summary:Abstract Background Decreased weight bearing on the affected lower limb and poor weight shifting are common after a stroke occurs. The Tetrax biofeedback system is a center-of-pressure controlled video game system designed for patients with balance deficits. Although it is a commercial product, information about its clinical use for patients affected by stroke is limited. Objective To investigate the feasibility and potential efficacy of the Tetrax biofeedback system for balance training in patients with chronic stroke. Design Feasibility study. Setting Rehabilitation department of a medical center. Participants Participants who had sustained a hemiplegic stroke at least 6 months prior to enrollment but were still able to stand independently for more than 5 minutes. Methods Participants were randomly assigned to an intervention group (IG) or control group (CG). All participants received conventional rehabilitation training. The IG also received 20 minutes of exposure to Tetrax biofeedback games controlled by change in center of pressure 3 times a week for 6 weeks. Main Outcome Measurements The primary outcome was feasibility, addressed by adherence, safety, and satisfaction. The secondary outcome was efficacy, which was evaluated by the subtests of physiological profile assessment, posturography, Timed Up and Go, and Forward Reach tests. We used percentage change (post-training score – pretraining score/pretraining score) to quantify the intervention effects. Mann-Whitney U tests were used to analyze differences in percentage of change between groups. Results A total of 14 participants were assigned to the IG, and 13 were assigned to the CG; 12 participants in the IG and 11 in the CG completed the study. In the IG group, those who completed the 6-week intervention attended 89.5% of planned sessions. No major adverse events or falls occurred within the intervention sessions. With use of 5-point Likert scales, participants rated their enjoyment of Tetrax games as 4.33 ± 0.78, their motivation as 4.17 ± 1.03, and perceived helpfulness as 4.25 ± 0.97. The IG demonstrated a significantly greater improvement in reaction time ( P = .002), proprioception ( P < .001), symmetric weight bearing ( P = .027), Timed Up and Go ( P < .001), and Forward Reach ( P < .001) compared with the CG. Conclusions Using Tetrax biofeedback video games for balance training is a feasible adjunctive program that may augment conventional therapy in persons affected by chronic hemiplegic stroke.
Bibliography:Disclosure: nothing to disclose
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ISSN:1934-1482
1934-1563
DOI:10.1016/j.pmrj.2016.02.009