The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot study

Abstract Background Freezing of gait and falls represent a major burden in patients with advanced forms of Parkinson’s disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged as a rehabilitation option for thes...

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Main Authors: Dijana Nuic, Maria Vinti, Carine Karachi, Pierre Foulon, Angèle Van Hamme, Marie-Laure Welter
Format: Article
Language:English
Published: BMC 2018-04-01
Series:Journal of NeuroEngineering and Rehabilitation
Subjects:
Online Access:http://link.springer.com/article/10.1186/s12984-018-0375-x
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spelling doaj-de4da71191f848bda47ebbdc5f9ca59b2020-11-25T01:08:19ZengBMCJournal of NeuroEngineering and Rehabilitation1743-00032018-04-0115111110.1186/s12984-018-0375-xThe feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot studyDijana Nuic0Maria Vinti1Carine Karachi2Pierre Foulon3Angèle Van Hamme4Marie-Laure Welter5CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127LabCom BRAIN e-NOVATION, Institut du Cerveau et de la Moelle épinière (ICM)CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127LabCom BRAIN e-NOVATION, Institut du Cerveau et de la Moelle épinière (ICM)CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127CNRS, UMR7225, Institut du Cerveau et de la Moelle Epinière, Sorbonne universités, Université Pierre et Marie Curie (UPMC) Paris P6; UMRS 1127Abstract Background Freezing of gait and falls represent a major burden in patients with advanced forms of Parkinson’s disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged as a rehabilitation option for these patients. In this pilot study, we aim to determine the feasibility and acceptability of rehabilitation with a customised videogame to treat gait and balance disorders in PD patients, and assess its effects on these disabling motor signs. Methods We developed a customised videogame displayed on a screen using the Kinect system. To play, the patient had to perform large amplitude and fast movements of all four limbs, pelvis and trunk, in response to visual and auditory cueing, to displace an avatar to collect coins and avoid obstacles to gain points. We tested ten patients with advanced forms of PD (median disease duration = 16.5 years) suffering from freezing of gait and/or falls (Hoehn&Yahr score ≥ 3) resistant to antiparkinsonian treatment and deep brain stimulation. Patients performed 18 training sessions during a 6–9 week period. We measured the feasibility and acceptability of our rehabilitation programme and its effects on parkinsonian disability, gait and balance disorders (with clinical scales and kinematics recordings), positive and negative affects, and quality of life, after the 9th and 18th training sessions and 3 months later. Results All patients completed the 18 training sessions with high feasibility, acceptability and satisfaction scores. After training, the freezing-of-gait questionnaire, gait-and-balance scale and axial score significantly decreased by 39, 38 and 41%, respectively, and the activity-balance confidence scale increased by 35%. Kinematic gait parameters also significantly improved with increased step length and gait velocity and decreased double-stance time. Three months after the final session, no significant change persisted except decreased axial score and increased step length and velocity. Conclusions This study suggests that rehabilitation with a customised videogame to treat gait and balance disorders is feasible, well accepted, and effective in parkinsonian patients. These data serve as preliminary evidence for further larger and controlled studies to propose this customised videogame rehabilitation programme at home. Trial registration ClinicalTrials.gov NCT02469350.http://link.springer.com/article/10.1186/s12984-018-0375-xParkinson’s diseaseFreezing of gaitFallsVideogameRehabilitation
collection DOAJ
language English
format Article
sources DOAJ
author Dijana Nuic
Maria Vinti
Carine Karachi
Pierre Foulon
Angèle Van Hamme
Marie-Laure Welter
spellingShingle Dijana Nuic
Maria Vinti
Carine Karachi
Pierre Foulon
Angèle Van Hamme
Marie-Laure Welter
The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot study
Journal of NeuroEngineering and Rehabilitation
Parkinson’s disease
Freezing of gait
Falls
Videogame
Rehabilitation
author_facet Dijana Nuic
Maria Vinti
Carine Karachi
Pierre Foulon
Angèle Van Hamme
Marie-Laure Welter
author_sort Dijana Nuic
title The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot study
title_short The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot study
title_full The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot study
title_fullStr The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot study
title_full_unstemmed The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: a pilot study
title_sort feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in parkinson’s disease patients: a pilot study
publisher BMC
series Journal of NeuroEngineering and Rehabilitation
issn 1743-0003
publishDate 2018-04-01
description Abstract Background Freezing of gait and falls represent a major burden in patients with advanced forms of Parkinson’s disease (PD). These axial motor signs are not fully alleviated by drug treatment or deep-brain stimulation. Recently, virtual reality has emerged as a rehabilitation option for these patients. In this pilot study, we aim to determine the feasibility and acceptability of rehabilitation with a customised videogame to treat gait and balance disorders in PD patients, and assess its effects on these disabling motor signs. Methods We developed a customised videogame displayed on a screen using the Kinect system. To play, the patient had to perform large amplitude and fast movements of all four limbs, pelvis and trunk, in response to visual and auditory cueing, to displace an avatar to collect coins and avoid obstacles to gain points. We tested ten patients with advanced forms of PD (median disease duration = 16.5 years) suffering from freezing of gait and/or falls (Hoehn&Yahr score ≥ 3) resistant to antiparkinsonian treatment and deep brain stimulation. Patients performed 18 training sessions during a 6–9 week period. We measured the feasibility and acceptability of our rehabilitation programme and its effects on parkinsonian disability, gait and balance disorders (with clinical scales and kinematics recordings), positive and negative affects, and quality of life, after the 9th and 18th training sessions and 3 months later. Results All patients completed the 18 training sessions with high feasibility, acceptability and satisfaction scores. After training, the freezing-of-gait questionnaire, gait-and-balance scale and axial score significantly decreased by 39, 38 and 41%, respectively, and the activity-balance confidence scale increased by 35%. Kinematic gait parameters also significantly improved with increased step length and gait velocity and decreased double-stance time. Three months after the final session, no significant change persisted except decreased axial score and increased step length and velocity. Conclusions This study suggests that rehabilitation with a customised videogame to treat gait and balance disorders is feasible, well accepted, and effective in parkinsonian patients. These data serve as preliminary evidence for further larger and controlled studies to propose this customised videogame rehabilitation programme at home. Trial registration ClinicalTrials.gov NCT02469350.
topic Parkinson’s disease
Freezing of gait
Falls
Videogame
Rehabilitation
url http://link.springer.com/article/10.1186/s12984-018-0375-x
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