ArmeoSenso - Reward

Recruiting

Phase N/A Results N/A

Trial Description

This study investigates the use of motivating/rewarding features in a computer based arm rehabilitation program. Half of the subjects will take part, besides receiving standard therapy, in a computer based program delivering a game like scenario with visual effects and monetary rewards in case of successful level completion, while the other half will take part in a similar program without visual effects or the possibility to earn money.

Detailed Description

Rewards not only increase motivation to train, but have also been shown to influence motor skill learning via activation of dopaminergic brain structures. In goal oriented tasks, receiving information about goal achievement has a rewarding value, which is further increased if performance has monetary consequences. Computer games often strengthen this kind of information by presenting explosions and other salient stimuli when a goal is achieved (e.g. a target has been reached). The current study investigates the outcome of an arm rehabilitation program, based on such a computer game delivered in two versions. Stroke patients are asked to use their impaired arms to perform goal oriented movements. Movements are translated into movements of a virtual arm on a computer screen. Goals are "meteors", threatening to destroy a planet on which they fall, if not caught by the virtual arm. One version of the computer game delivers state of the art graphics including a number of visual effects and, if the planet was protected successfully, information about a monetary reward, whereas the other version of the program delivers schematic graphic objects only. Training time and intensity are kept constant and outcome measures, including standard clinical motor assessments, are compared between the groups.

Conditions

Interventions

  • High incentive Behavioral
    Intervention Desc: Subjects are required to use their arms in order to control a virtual arm on a computer screen to prevent meteors from destroying a planet. The game includes visual effects and monetary rewards.
    ARM 1: Kind: Experimental
    Label: high incentive
    Description: game version including visual effects
  • Low incentive Behavioral
    Intervention Desc: Subjects are required to use their arms in order to control a virtual arm on a computer screen to prevent meteors from destroying a planet. The game does not include visual effects or monetary rewards.
    ARM 1: Kind: Experimental
    Label: low incentive
    Description: game version without visual effects

Trial Design

  • Allocation: Randomized
  • Masking: Double Blind (Subject, Outcomes Assessor)
  • Purpose: Treatment
  • Endpoint: Efficacy Study
  • Intervention: Parallel Assignment

Outcomes

Type Measure Time Frame Safety Issue
Primary ArmeoSenso: range of motion (=arm movement amplitude) each visit (one per day during 3 weeks), about 10 minutes pre-training No
Primary Wolf Motor Function Test first visit (pre training) and last visit (post training). Training lasts three weeks. No
Primary Fugl Meyer first visit (pre training) and last visit (post training). Training lasts three weeks. No
Primary Box and Blocks Test first visit (pre training) and last visit (post training). Training lasts three weeks. No
Secondary Motivation Score last visit (three weeks after first visit). No

Sponsors