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  4. Surface Electromyography-Driven Therapeutic Gaming for Rehabilitation of Upper Extremity Weakness: A Pilot Study

Surface Electromyography-Driven Therapeutic Gaming for Rehabilitation of Upper Extremity Weakness: A Pilot Study

Plast Reconstr Surg, 2022 · DOI: 10.1097/PRS.0000000000009208 · Published: July 1, 2022

RehabilitationTelehealth & Digital Health

Simple Explanation

This study explores using a video game controlled by muscle activity to help people with weak arms and hands. The game uses a special sensor called surface electromyography (sEMG) to detect even small muscle movements. Patients found the game enjoyable and easy to use, and therapists were also enthusiastic. This approach could help people start therapy earlier and improve their recovery. The system may enable earlier initiation of active therapy to build muscle strength, facilitate motor relearning after nerve/tendon transfers, and promote patient engagement and motivation throughout the recovery process.

Study Duration
Between November 2019 and February 2020
Participants
19 patients with upper extremity weakness
Evidence Level
Not specified

Key Findings

  • 1
    The sEMG device was highly sensitive in detecting low levels of voluntary muscle activation and was used with 10 distinct muscles of the arm, forearm, and hand.
  • 2
    Patients felt the system was enjoyable, motivating, fun, and easy to use, and their hand therapists expressed similar enthusiasm.
  • 3
    All nerve/tendon transfer participants were successful in understanding this concept and playing the video game.

Research Summary

This pilot study demonstrates the feasibility and potential of sEMG-driven therapeutic gaming for upper extremity rehabilitation. The system was well-received by patients and therapists, suggesting its potential to improve engagement and motivation in rehabilitation. The study highlights the potential of this approach for earlier initiation of active therapy, especially after nerve and tendon transfers.

Practical Implications

Early Active Therapy

sEMG-based gaming may allow patients with severe weakness to start active therapy earlier in their recovery.

Motor Relearning

The platform can facilitate motor relearning after nerve and tendon transfers by providing direct visual biofeedback.

Enhanced Engagement

The fun and engaging nature of the game may improve patient adherence and motivation during rehabilitation.

Study Limitations

  • 1
    Patients with significant cognitive deficits or pain with voluntary movement cannot partake.
  • 2
    Pilot testing involved a single session, which does not capture changes in patient perspectives with repeated use.
  • 3
    Appropriate device placement, requiring smaller electrodes for hand muscles and occasionally electrode repositioning to detect signals from desired target muscles.

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