TBI Rehabilitation

Movement Therapy of the Upper Extremities with a Robotic Ball in Stroke Patients: Results of a Randomized Controlled Crossover Study – Full Text

Abstract

Background Stroke is associated with motor impairments of the upper extremities. The defining goal of rehabilitation is independent execution of activities of daily living. New therapy procedures use different hardware components to implement digital therapy contents. These can be useful complements to established therapy protocols.

Objectives The aim of this study was to examine the effect of movement therapy with a robotic ball on motor function parameters in stroke patients.

Materials and Methods 25 patients (60.0±10.0 years, 172.5±13.8 cm, 79.5±13.8 kg, 89.8±72.6 months post-stroke) took part in this crossover study. The intervention and control periods comprised 12 weeks each. Training with the robotic ball was done in addition to standard therapy two times a week for 45 min each. Different game activities were carried out with the help of a tablet and a smartphone.

Results Isometric grip strength improved by 4.5±3.6 kg (p=0.000), and unilateral dexterity increased by 7.5±6.3 successful tries (p=0.000) in the round block test. The self-reported disabilities of the arm, shoulder and hand were assessed using the QuickDASH questionnaire and showed improvements by 12.4±13.0 points (p=0.001).

Conclusions Additional therapy using the robotic ball improved upper extremity motor function and self-perceived health status in chronic stroke patients. However, performance stagnated when standard therapy was implemented alone. Moderately affected patients seem to benefit the most. The presence of very severe motor or cognitive symptoms led, in part, to some dropouts. The results need to be verified using larger patient populations.

Introduction

In Germany, up to 75% of the approx. 196,000 initial and 66,000 repeated strokes are survived [1] [2] [3] [4]. For the affected patients, it is often the trigger for persistent physical limitations, which in 85% of the cases are manifested by the cardinal symptom of spastic or flaccid hemiparesis of the upper extremities. Restriction or even loss of function of the hand and arm drastically impacts the daily life of the affected individual [1] [5] [6] [7]. Demographic change has increased the incidence of stroke. Improved acute care has enabled more people to survive the event, resulting in a greater number of patients and a growing demand for therapy [1] [2] [6]. Reduced range of motion, pain, sensory disturbances and increased muscle tone are characteristic patient symptoms [8] [9]. Loss of arm function is the consequence in about half of stroke cases [8], unlike rehabilitation of independent mobility, which can be achieved in up to 85% of patients [10]. Consequently, relatively less time is devoted to recovery of hand and arm function [11]. In addition to effects on motor function there are often psychological and social consequences [12]. A variety of physical activity measures should contribute to the compensation and restoration of skills and abilities [13] [14]. Since it is still possible to make progress even weeks after a stroke, it is imperative to develop more effective therapeutic methods, especially in the case of sustained loss of upper extremity function [8]. Thus the severity and location of the cerebral insult as well as comorbidities are decisive for the further rehabilitation process [15] [16]. The success of Constraint-induced Movement Therapy (CIMT) [7] [17] [18] [19] [20] [21] [22] [23] [24] demonstrates the necessity and possible benefit of using the upper extremities during training and everyday life.

In this context as well as due to innovative developments in technology-supported concepts and components [25] [26] [27] [28] [29] [30] in the field of stroke rehabilitation such as exergaming, [31] [32] [33] [34] the “Sphero 2.0” robotic ball was reviewed in combination with game-playing applications as a supplemental therapeutic activity [35]. The potential benefit for stroke patients regarding improving motor parameters has been documented in review articles on technology-supported therapeutic measures [36] [37]. Hardware and software components from the entertainment industry or telecommunications are used to develop new therapy activities. There are examples of the Microsoft Kinect webcam used in stroke rehabilitation [30] [38] [39] [40] [41] [42] [43] [44] as well as for game consoles such as the Nintendo Wii [45] [46] [47], Sony Playstation [48] or Microsoft XBox [44]. In addition, smartphones [34], tablets [49] [50] [51] [52] or virtual reality goggles [53] are being used to employ generally commercially available games with potential therapeutic benefits, or to use their sensor systems for movement detection and control. Therapeutic content can be found in commercial video games such as Wii Sports [54] or Kinect Sports [44] as well as games programmed specifically for therapeutic applications [42] [55]. Their common element is the required use of the affected body half to achieve the respective game objective. The activity can reflect daily activities such as grasping and moving a glass [56], cooking [38], or striking selected piano keys [38] [49]. […]

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Fig. 2 The “Sphero 2.0” robotic ball by Orbotix (Boulder, CO, USA).