A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study

Importance/Background This study assesses the feasibility of a novel intervention that combines a co-created gaming technology integrating evidence-based biofeedback and solution-focused coaching (SFC) strategies to support therapy engagement and efficacy at home. Following feasibility and single-ca...

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Veröffentlicht in:PloS one 2020-06, Vol.15 (6), p.e0234767-e0234767
Hauptverfasser: MacIntosh, Alexander, Desailly, Eric, Vignais, Nicolas, Vigneron, Vincent, Biddiss, Elaine
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creator MacIntosh, Alexander
Desailly, Eric
Vignais, Nicolas
Vigneron, Vincent
Biddiss, Elaine
description Importance/Background This study assesses the feasibility of a novel intervention that combines a co-created gaming technology integrating evidence-based biofeedback and solution-focused coaching (SFC) strategies to support therapy engagement and efficacy at home. Following feasibility and single-case reporting standards (CONSORT and SCRIBE), this was a non-blind, randomized, multiple-baseline, AB, design. Nineteen (19) young people with cerebral palsy (8-18 years old) completed the 4-week home-based intervention in France and Canada. Recruitment response (31%) and assessment completion (84%) rates were good and 74% of participants reached self-identified practice goals. As 17% of technical issues required external support to resolve, the intervention was graded as feasible with modifications. No adverse events were reported. A definitive RCT to investigate the effectiveness of this novel intervention is warranted. Combining SFC-style coaching with high-quality biofeedback may positively engage youth in home rehabilitation to complement traditional therapy.
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subjects Biofeedback
Biology and Life Sciences
Biomedical engineering
Biomedical materials
Care and treatment
Cerebral palsied children
Cerebral palsy
Cognitive science
Computer & video games
Computer science
Design of experiments
Disability
Electromyography
Electronic & video games
EMG
Engineering Sciences
Exercise therapy
Experimental design
Families & family life
Feasibility studies
Feedback
Forearm
Grip strength
Health aspects
Inertial sensing devices
Intervention
Medicine and Health Sciences
Methods
Motivation
Paralysis
Pediatric research
Quality
Randomization
Recruitment
Rehabilitation
Signal and Image processing
Social Sciences
Success
Technology
Therapists
Therapy
Training
Video games
Wrist
Young adults
title A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study
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