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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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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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.</description><identifier>ISSN: 1932-6203</identifier><identifier>EISSN: 1932-6203</identifier><identifier>DOI: 10.1371/journal.pone.0234767</identifier><identifier>PMID: 32569284</identifier><language>eng</language><publisher>San Francisco: Public Library of Science</publisher><subject>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</subject><ispartof>PloS one, 2020-06, Vol.15 (6), p.e0234767-e0234767</ispartof><rights>COPYRIGHT 2020 Public Library of Science</rights><rights>2020 MacIntosh et al. 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Combining SFC-style coaching with high-quality biofeedback may positively engage youth in home rehabilitation to complement traditional therapy.</description><subject>Biofeedback</subject><subject>Biology and Life Sciences</subject><subject>Biomedical engineering</subject><subject>Biomedical materials</subject><subject>Care and treatment</subject><subject>Cerebral palsied children</subject><subject>Cerebral palsy</subject><subject>Cognitive science</subject><subject>Computer & video games</subject><subject>Computer science</subject><subject>Design of experiments</subject><subject>Disability</subject><subject>Electromyography</subject><subject>Electronic & video games</subject><subject>EMG</subject><subject>Engineering Sciences</subject><subject>Exercise therapy</subject><subject>Experimental design</subject><subject>Families & family life</subject><subject>Feasibility studies</subject><subject>Feedback</subject><subject>Forearm</subject><subject>Grip strength</subject><subject>Health 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biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study</title><author>MacIntosh, Alexander ; Desailly, Eric ; Vignais, Nicolas ; Vigneron, Vincent ; Biddiss, Elaine</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c703t-b7700c604b7d76d4bdede0e6ab777fb4655d67f120eac1c7419e12b12481dd393</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>Biofeedback</topic><topic>Biology and Life Sciences</topic><topic>Biomedical engineering</topic><topic>Biomedical materials</topic><topic>Care and treatment</topic><topic>Cerebral palsied children</topic><topic>Cerebral palsy</topic><topic>Cognitive science</topic><topic>Computer & video games</topic><topic>Computer science</topic><topic>Design of 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Alexander</au><au>Desailly, Eric</au><au>Vignais, Nicolas</au><au>Vigneron, Vincent</au><au>Biddiss, Elaine</au><au>Martinuzzi, Andrea</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study</atitle><jtitle>PloS one</jtitle><date>2020-06-22</date><risdate>2020</risdate><volume>15</volume><issue>6</issue><spage>e0234767</spage><epage>e0234767</epage><pages>e0234767-e0234767</pages><issn>1932-6203</issn><eissn>1932-6203</eissn><abstract>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.</abstract><cop>San Francisco</cop><pub>Public Library of Science</pub><pmid>32569284</pmid><doi>10.1371/journal.pone.0234767</doi><tpages>e0234767</tpages><orcidid>https://orcid.org/0000-0002-7267-0236</orcidid><orcidid>https://orcid.org/0000-0001-5917-6041</orcidid><orcidid>https://orcid.org/0000-0002-5094-3774</orcidid><orcidid>https://orcid.org/0000-0003-3910-3755</orcidid><oa>free_for_read</oa></addata></record> |
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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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